Hi guys!
I got this problem in my map on Garry's mod where some props in game are completely black. They turn visible only when I switch the torch on or when I type in the console "mat_fullbright 1"...
The problem is present only in my map, in gm_construct or in other maps the black props are perfectly visible. How can I solve this?
(sorry for sh*t english, I can't explain stuff very well even in my native language :T)
Post your Compile Log.
[QUOTE=bitran;52333101]Post your Compile Log.[/QUOTE]
Sorry for the late reply I couldn't find the post anymore... Anyway here it is:
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Ale\Desktop\Modding\Garry's Mod\alelgbs_ship.vmf"
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\Ale\Desktop\Modding\Garry's Mod\alelgbs_ship.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\program files\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
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 (41.00 -1229.00 -389.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (128.0 -2498.0 -410.0)
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: Brush 34697:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (125.9 -2496.4 -722.0)
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: Brush 40759:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (142.0 -2478.4 -1061.3)
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: Brush 85743:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (142.0 -2443.0 -1061.7)
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: Brush 85743:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-39.0 -2468.5 -410.0)
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: Brush 34696:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-39.0 -2475.0 -409.8)
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: Brush 34696:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-39.0 -2475.0 -409.5)
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: Brush 34696:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-39.0 -2475.0 -405.2)
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: Brush 34696:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
error: material TOOLS/TOOLSPLAYERCLIP doesn't have a $bottommaterial
error: material TOOLS/TOOLSPLAYERCLIP doesn't have a $bottommaterial
error: material TOOLS/TOOLSPLAYERCLIP doesn't have a $bottommaterial
error: material TOOLS/TOOLSPLAYERCLIP doesn't have a $bottommaterial
error: material TOOLS/TOOLSPLAYERCLIP doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (345251 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2621 texinfos to 1982
Reduced 76 texdatas to 66 (1951 bytes to 1487)
Writing C:\Users\Ale\Desktop\Modding\Garry's Mod\alelgbs_ship.bsp
2 seconds elapsed
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Ale\Desktop\Modding\Garry's Mod\alelgbs_ship"
Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\ale\desktop\modding\garry's mod\alelgbs_ship.bsp
reading c:\users\ale\desktop\modding\garry's mod\alelgbs_ship.prt
LoadPortals: couldn't read c:\users\ale\desktop\modding\garry's mod\alelgbs_ship.prt
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Ale\Desktop\Modding\Garry's Mod\alelgbs_ship"
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\ale\desktop\modding\garry's mod\alelgbs_ship.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.76 seconds)
16394 faces
9 degenerate faces
236950 square feet [34120868.00 square inches]
1 Displacements
149 Square Feet [21474.09 Square Inches]
255 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
Build Patch/Sample Hash Table(s).....Done<0.0138 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 844/8192 10128/98304 (10.3%)
brushsides 6129/65536 49032/524288 ( 9.4%)
planes 6390/65536 127800/1310720 ( 9.8%)
vertexes 29276/65536 351312/786432 (44.7%)
nodes 14570/65536 466240/2097152 (22.2%)
texinfos 1982/12288 142704/884736 (16.1%)
texdata 66/2048 2112/65536 ( 3.2%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 25/0 500/0 ( 0.0%)
disp_tris 32/0 64/0 ( 0.0%)
disp_lmsamples 448/0 448/0 ( 0.0%)
faces 16394/65536 918064/3670016 (25.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3699/65536 207144/3670016 ( 5.6%)
leaves 14575/65536 466400/2097152 (22.2%)
leaffaces 18434/65536 36868/131072 (28.1%)
leafbrushes 10701/65536 21402/131072 (16.3%)
areas 7/256 56/2048 ( 2.7%)
surfedges 95098/512000 380392/2048000 (18.6%)
edges 54078/256000 216312/1024000 (21.1%)
LDR worldlights 255/8192 22440/720896 ( 3.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2283/32768 22830/327680 ( 7.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36552/65536 73104/131072 (55.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 4553812/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 87399/393216 (22.2%)
LDR ambient table 14575/65536 58300/262144 (22.2%)
HDR ambient table 14575/65536 58300/262144 (22.2%)
LDR leaf ambient 36489/65536 1021692/1835008 (55.7%)
HDR leaf ambient 14575/65536 408100/1835008 (22.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/2104 ( 0.0%)
pakfile [variable] 214262/0 ( 0.0%)
physics [variable] 345251/4194304 ( 8.2%)
physics terrain [variable] 209/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 47278
Writing c:\users\ale\desktop\modding\garry's mod\alelgbs_ship.bsp
1 minute, 38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Ale\Desktop\Modding\Garry's Mod\alelgbs_ship.bsp" "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\maps\alelgbs_ship.bsp"
You have a leak. Disable everything except nodraw and sky in visgroups and hit map>load pointfile. Follow the line and close the gaps. Displacements, entities and func_detail do NOT seal your map.
And to make things more organized in future post your compile logs in [CODE] tags
[Code]like this[/Code]
[QUOTE=KingPommes;52394047]You have a leak. Disable everything except nodraw and sky in visgroups and hit map>load pointfile. Follow the line and close the gaps. Displacements, entities and func_detail do NOT seal your map.
And to make things more organized in future post your compile logs in [CODE] tags
[Code]like this[/Code][/QUOTE]
I've done what you said, but the line lead me to a ladder prop... There's no gap around...
[QUOTE=AlexTheAWPer;52394406]I've done what you said, but the line lead me to a ladder prop... There's no gap around...[/QUOTE]
If there is still a prop you have not done as I said. Disable the visgroups I was talking about...
[QUOTE=KingPommes;52394477]If there is still a prop you have not done as I said. Disable the visgroups I was talking about...[/QUOTE]
How do I disable them? (Sorry I'm still a bit noob with Hammer and I only know basic stuff..)
[QUOTE=AlexTheAWPer;52394535]How do I disable them? (Sorry I'm still a bit noob with Hammer and I only know basic stuff..)[/QUOTE]
Here
[IMG]http://www.worldofleveldesign.com/categories/csgo-tutorials/images/022-csgo-visgroups-04.jpg[/IMG]
[QUOTE=KingPommes;52395931]Here
[IMG]http://www.worldofleveldesign.com/categories/csgo-tutorials/images/022-csgo-visgroups-04.jpg[/IMG][/QUOTE]
It still points at nowhere...
[IMG]http://i66.tinypic.com/2guf4ld.png[/IMG]
Well it's pointing to the void as it should... The important part is were it's coming from and how it got to the void
Alternatively check if any entities origin points are outside the map (the blue balls when selecting a entity)
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