• Problems with map
    10 replies, posted
Hi guys, I can not solve some bugs with the compilation and the map itself. I want to edit a map from the workshop with all credits to the author, for our server. The problem is that I get a leak, even unedited map (original), as well with areaportals problems when I am trying to find a leak, it does not work, it just isn't, red line goes to the skybox, through texture, I can not fix this the problem (because i don't understand what this problem mean's), I have looked all that is on the Internet, and even used the site "interlopers" (!). In the Hmmer I am a newbie, not more than one year, so please explain as easy as possible, or help yourself by looking at the map, please. That's what gives me: [CODE]** Executing... ** Command: "C:\Games\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Alexander\Desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.vmf" Valve Software - vbsp.exe (Mar 14 2016) 4 threads materialPath: C:\Games\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\Alexander\Desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "tile/tilefloor010b" not found. Material not found!: TILE/TILEFLOOR010B material "tile/tilefloor010c" not found. Material not found!: TILE/TILEFLOOR010C material "tile/tilefloor010d" not found. Material not found!: TILE/TILEFLOOR010D Could not locate 'GameData' key in c:\games\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/rp_city45_2013_d/nature/canal_reeds_wvt_patch Patching WVT material: maps/rp_city45_2013_d/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity prop_static (-4554.56 9797.00 857.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 11264.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 10752.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 11264.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 11264.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 9728.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 8704.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 7680.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 6656.0 4873.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas... Brush 32016: areaportal brush doesn't touch two areas Brush 30336: areaportal brush doesn't touch two areas Brush 31481: areaportal brush doesn't touch two areas Brush 31481: areaportal brush doesn't touch two areas Brush 31811: areaportal brush doesn't touch two areas Brush 31481: areaportal brush doesn't touch two areas Brush 31811: areaportal brush doesn't touch two areas Brush 31811: areaportal brush doesn't touch two areas Brush 31811: areaportal brush doesn't touch two areas Brush 34538: areaportal brush doesn't touch two areas Brush 30529: areaportal brush doesn't touch two areas Brush 30622: areaportal brush doesn't touch two areas Brush 30622: areaportal brush doesn't touch two areas Brush 30622: areaportal brush doesn't touch two areas Brush 30622: areaportal brush doesn't touch two areas Brush 30529: areaportal brush doesn't touch two areas Brush 34098: areaportal brush doesn't touch two areas done (0) Building Faces...done (1) Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Chop Details...done (0) Find Visible Detail Sides... Merged 1874 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) Can't load skybox file skybox/painted to build the default cubemap! Can't load skybox file skybox/painted to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (2674697 bytes) Static prop models/props_c17/lampfixture01a.mdl outside the map (10557.20, 1366.89, 658.89) Static prop models/props_docks/canal_dock03a.mdl outside the map (10554.00, 790.00, 307.00) Error loading studio model "models/props/de_nuke/electricalbox01.mdl"! Static prop models/props_c17/LampFixture01a.mdl outside the map (10143.90, 1802.67, 1127.86) Static prop models/props_c17/LampFixture01a.mdl outside the map (10326.00, 1802.67, 1127.86) Static prop models/props_c17/LampFixture01a.mdl outside the map (10508.00, 1802.67, 1127.86) Static prop models/props_c17/lampfixture01a.mdl outside the map (10596.90, 320.11, 944.22) Static prop models/props_c17/lampfixture01a.mdl outside the map (10392.50, 320.11, 947.27) Error loading studio model "models/props_silo/light_red2.mdl"! Static prop models/props_canal/refinery_05_skybox.mdl outside the map (-4547.13, 9687.74, 856.00) Static prop models/props_buildings/project_building02_skybox.mdl outside the map (-4611.13, 9827.74, 856.00) Static prop models/props_buildings/project_building03_skybox.mdl outside the map (-4554.56, 9797.00, 857.00) Static prop models/props_buildings/project_building03_skybox.mdl outside the map (-4674.56, 9837.00, 857.00) Static prop models/props_buildings/project_building01_skybox.mdl outside the map (-3983.57, 9837.00, 857.00) Static prop models/props_buildings/project_building03_skybox.mdl outside the map (-4063.00, 9837.00, 857.00) Static prop models/props_buildings/project_building02_skybox.mdl outside the map (-3999.00, 10075.00, 865.00) Static prop models/props_canal/refinery_05_skybox.mdl outside the map (-3843.57, 9797.00, 856.00) Static prop models/props_canal/refinery_03_skybox.mdl outside the map (-3834.00, 10101.00, 873.00) Error loading studio model "models/props_silo/industriallight01.mdl"! Error loading studio model "models/props_mill/pipeset08d_corner128d_001a.mdl"! Error loading studio model "models/props_mill/pipeset08d_256_001a.mdl"! Error loading studio model "models/props_mill/pipeset08d_512_001a.mdl"! Error loading studio model "models/props_mill/pipeset08d_128_001a.mdl"! Error loading studio model "models/props_pipes/gutter_512_002a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 9943 texinfos to 6278 Reduced 1546 texdatas to 1353 (77635 bytes to 70473) Writing C:\Users\Alexander\Desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp 13 seconds elapsed ** Executing... ** Command: "C:\Games\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod" -fast "C:\Users\Alexander\Desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d" Valve Software - vvis.exe (Dec 9 2014) fastvis = true 4 threads reading c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp reading c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.prt LoadPortals: couldn't read c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.prt ** Executing... ** Command: "C:\Games\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -both -game "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod" -noextra "C:\Users\Alexander\Desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (5.40 seconds) 30878 faces 13 degenerate faces 5822619 square feet [838457216.00 square inches] 11 Displacements 20374 Square Feet [2933885.25 Square Inches] sun extent from map=0.017452 607 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (120) Build Patch/Sample Hash Table(s).....Done<0.0918 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 16 of 32 (50% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (131) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 319/1024 15312/49152 (31.2%) brushes 6657/8192 79884/98304 (81.3%) VERY FULL! brushsides 47694/65536 381552/524288 (72.8%) planes 28702/65536 574040/1310720 (43.8%) vertexes 52067/65536 624804/786432 (79.4%) nodes 18797/65536 601504/2097152 (28.7%) texinfos 6278/12288 452016/884736 (51.1%) texdata 1353/2048 43296/65536 (66.1%) dispinfos 11/0 1936/0 ( 0.0%) disp_verts 1139/0 22780/0 ( 0.0%) disp_tris 1888/0 3776/0 ( 0.0%) disp_lmsamples 50582/0 50582/0 ( 0.0%) faces 30878/65536 1729168/3670016 (47.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 20097/65536 1125432/3670016 (30.7%) leaves 19117/65536 611744/2097152 (29.2%) leaffaces 40142/65536 80284/131072 (61.3%) leafbrushes 15207/65536 30414/131072 (23.2%) areas 34/256 272/2048 (13.3%) surfedges 230237/512000 920948/2048000 (45.0%) edges 141290/256000 565160/1024000 (55.2%) LDR worldlights 607/8192 53416/720896 ( 7.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 2965/32768 29650/327680 ( 9.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 54561/65536 109122/131072 (83.3%) VERY FULL! cubemapsamples 121/1024 1936/16384 (11.8%) overlays 80/512 28160/180224 (15.6%) LDR lightdata [variable] 20501652/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 741060/393216 (188.5%) VERY FULL! LDR ambient table 19117/65536 76468/262144 (29.2%) HDR ambient table 19117/65536 76468/262144 (29.2%) LDR leaf ambient 90197/65536 2525516/1835008 (137.6%) VERY FULL! HDR leaf ambient 19117/65536 535276/1835008 (29.2%) occluders 1/0 40/0 ( 0.0%) occluder polygons 2/0 24/0 ( 0.0%) occluder vert ind 16/0 64/0 ( 0.0%) detail props [variable] 1/51716 ( 0.0%) dtl prp lght [variable] 1/6579 ( 0.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/100102 ( 0.0%) pakfile [variable] 395454/0 ( 0.0%) physics [variable] 2674697/4194304 (63.8%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 87493 Writing c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp 4 minutes, 32 seconds elapsed Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (6.03 seconds) 30878 faces 13 degenerate faces 5822619 square feet [838457216.00 square inches] 11 Displacements 20374 Square Feet [2933885.25 Square Inches] sun extent from map=0.017452 607 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (124) Build Patch/Sample Hash Table(s).....Done<0.0979 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 16 of 32 (50% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (130) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 319/1024 15312/49152 (31.2%) brushes 6657/8192 79884/98304 (81.3%) VERY FULL! brushsides 47694/65536 381552/524288 (72.8%) planes 28702/65536 574040/1310720 (43.8%) vertexes 52067/65536 624804/786432 (79.4%) nodes 18797/65536 601504/2097152 (28.7%) texinfos 6278/12288 452016/884736 (51.1%) texdata 1353/2048 43296/65536 (66.1%) dispinfos 11/0 1936/0 ( 0.0%) disp_verts 1139/0 22780/0 ( 0.0%) disp_tris 1888/0 3776/0 ( 0.0%) disp_lmsamples 50582/0 50582/0 ( 0.0%) faces 30878/65536 1729168/3670016 (47.1%) hdr faces 30878/65536 1729168/3670016 (47.1%) origfaces 20097/65536 1125432/3670016 (30.7%) leaves 19117/65536 611744/2097152 (29.2%) leaffaces 40142/65536 80284/131072 (61.3%) leafbrushes 15207/65536 30414/131072 (23.2%) areas 34/256 272/2048 (13.3%) surfedges 230237/512000 920948/2048000 (45.0%) edges 141290/256000 565160/1024000 (55.2%) LDR worldlights 607/8192 53416/720896 ( 7.4%) HDR worldlights 607/8192 53416/720896 ( 7.4%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 2965/32768 29650/327680 ( 9.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 54561/65536 109122/131072 (83.3%) VERY FULL! cubemapsamples 121/1024 1936/16384 (11.8%) overlays 80/512 28160/180224 (15.6%) LDR lightdata [variable] 20501652/0 ( 0.0%) HDR lightdata [variable] 20501652/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 741060/393216 (188.5%) VERY FULL! LDR ambient table 19117/65536 76468/262144 (29.2%) HDR ambient table 19117/65536 76468/262144 (29.2%) LDR leaf ambient 90197/65536 2525516/1835008 (137.6%) VERY FULL! HDR leaf ambient 89716/65536 2512048/1835008 (136.9%) VERY FULL! occluders 1/0 40/0 ( 0.0%) occluder polygons 2/0 24/0 ( 0.0%) occluder vert ind 16/0 64/0 ( 0.0%) detail props [variable] 1/51716 ( 0.0%) dtl prp lght [variable] 1/6579 ( 0.0%) HDR dtl prp lght [variable] 1/6579 ( 0.0%) static props [variable] 1/100102 ( 0.0%) pakfile [variable] 395454/0 ( 0.0%) physics [variable] 2674697/4194304 (63.8%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 87493 Writing c:\users\alexander\desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp 4 minutes, 36 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Alexander\Desktop\For mapping\bspsrc_1.3.21\rp_city45_2013_d.bsp" "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_city45_2013_d.bsp" [/CODE] P.S Sorry for my english
Start here [quote] **** leaked **** Entity prop_static (-4554.56 9797.00 857.00) leaked![/quote] Map failed to compile? A leak is usually the case. Always look for [B]**** leaked ****[/B] as this is usually the case. You also have numerious other slop errors (not fatal, just will cause other issues) that are most likely caused by decompiling. [quote] Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! Occluder "" straddles multiple areas. This is invalid! [/quote] You got broken func_occluder(s) [quote] error loading studio model "models/props/de_nuke/electricalbox01.mdl"![/quote] You're using the wrong entity for this model. You got a charlie foxtrot situation going on with your models. Wrong entity types, models going outside the map. This is general sloppiness and will cause issues with playability of said map. You also have numerious broken areaportals. There is also many findportalside errors. This is a set of bad brushes, go to the coordinates and see if you can simplify or fix the brushes.
has the skybox become a brush entity during decompile if so turn it back to a world brush
No, everything is okay. Skybox isn't func_brush. As for the models, I will correct them. func_occulder be corrected. The main problem - leak, which I can not find (it is not present, the line goes nowhere (from the entity in the skybox, and further into a black void)
[QUOTE=heu3;51799072]No, everything is okay. Skybox isn't func_brush. As for the models, I will correct them. func_occulder be corrected. The main problem - leak, which I can not find (it is not present, the line goes nowhere (from the entity in the skybox, and further into a black void)[/QUOTE] If you went to those coordinates and there is absolutely nothing there then your decompile job is pretty broken. You can try to find the entity through either the entity report or find it through other means like viewing the vmf with a text viewer (eg notepad) .
i decompiled a copy of the map ad in my version decompilied version a sky brush is missing causing the leak " the red line goes to the skybox then out into the void" if you version is like mine you need to remake that brush to close the hole
It is possible more in detail? Ie I need to create a func_brush in the skybox?
no just make a normal brush with the sky texture ,,post the vmf you have so i can better see :)
[QUOTE=taz0;51799212]no just make a normal brush with the sky texture ,,post the vmf you have so i can better see :)[/QUOTE] Ok, i pm you.
ok sent back a reply :)
Solved, thank you, taz0!!!
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