Major Rendering issue in SDK?!?!

Yo guys I am making a little map here and whenever I turn in one way in the map only in the showed section everything goes invisible. However, as soon as I turn another way it’s fine. Why is this and how on earth do I fix it? Thanks for replying/in advanced.

How it looks-

How it SHOULD look at all angles-

COMPILE LOG:



** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\RD\Desktop\rp_somethingwork.vmf"

Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\RD\Desktop\rp_somethingwork.vmf
material "maps/rp_medievalrp_v2/tile/tilefloor020a_-160_-680_1352" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/TILE/TILEFLOOR020A_-160_-680_1352
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "maps/rp_medievalrp_v2/tile/tilefloor020a_cheap_-160_-680_1352" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/TILE/TILEFLOOR020A_CHEAP_-160_-680_1352
material "maps/rp_medievalrp_v2/wood/woodstair002a_-160_-680_1352" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODSTAIR002A_-160_-680_1352
material "maps/rp_medievalrp_v2/metal/metalroof008a_-3616_-2976_1600" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/METAL/METALROOF008A_-3616_-2976_1600
material "maps/rp_medievalrp_v2/metal/metalroof008a_-3488_-2944_1208" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/METAL/METALROOF008A_-3488_-2944_1208
material "maps/rp_medievalrp_v2/metal/metalroof008a_-3744_-2944_1208" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/METAL/METALROOF008A_-3744_-2944_1208
material "maps/rp_medievalrp_v2/wood/woodstair002a_-3616_-3120_1208" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODSTAIR002A_-3616_-3120_1208
material "maps/rp_medievalrp_v2/wood/woodstair002a_-3744_-2944_1208" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODSTAIR002A_-3744_-2944_1208
material "maps/rp_medievalrp_v2/wood/woodstair002a_318_-4646_305" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODSTAIR002A_318_-4646_305
material "maps/rp_medievalrp_v2/wood/woodfloor008a_2370_1716_297" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODFLOOR008A_2370_1716_297
material "maps/rp_medievalrp_v2/wood/woodwall016a_318_-4646_305" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODWALL016A_318_-4646_305
material "maps/rp_medievalrp_v2/wood/woodwall016a_-192_128_600" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODWALL016A_-192_128_600
material "maps/rp_medievalrp_v2/wood/woodwall016a_-3616_-3504_1136" not found.
Material not found!: MAPS/RP_MEDIEVALRP_V2/WOOD/WOODWALL016A_-3616_-3504_1136
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/rp_somethingwork/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/rp_somethingwork/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/rp_somethingwork/nature/blendrocksgrass006a_wvt_patch
Patching WVT material: maps/rp_somethingwork/nature/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_somethingwork/nature/blendrockdirt008c_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: node without a volume

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2712.2 -10505.7 17.4)
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 147633: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2451.3 -14143.2 -10.0)
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 150138: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2450.9 -14175.7 -22.1)
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 150128: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3157.1 -13836.7 37.4)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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 144674: 

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7486.8 3542.7 403.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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 94288: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2712.2 -10505.7 17.4)
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 147633: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2450.8 -14147.7 -0.8)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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 150138: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2451.3 -14143.2 -10.0)
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 150138: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1258 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (4)
writing C:\Users\RD\Desktop\rp_somethingwork.prt...Building visibility clusters...
done (0)
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (13804710 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 8553 texinfos to 5367
Reduced 207 texdatas to 174 (8176 bytes to 6741)
Writing C:\Users\RD\Desktop\rp_somethingwork.bsp
17 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\RD\Desktop\rp_somethingwork"

Valve Software - vvis.exe (May 15 2014)
fastvis = true
4 threads
reading c:\users\rd\desktop\rp_somethingwork.bsp
reading c:\users\rd\desktop\rp_somethingwork.prt
9672 portalclusters
31138 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (42)
Optimized: 4645912 visible clusters (6.79%)
Total clusters visible: 68443229
Average clusters visible: 7076
Building PAS...
Vismap expansion overflow

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\RD\Desktop\rp_somethingwork"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\rd\desktop\rp_somethingwork.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (6.47 seconds)
39358 faces
85 degenerate faces
21802542 square feet [3139566080.00 square inches]
294 Displacements
5512932 Square Feet [793862208.00 Square Inches]
sun extent from map=0.000000
136 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (112)
Build Patch/Sample Hash Table(s).....Done<0.2516 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
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (44)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  78/1024         3744/49152    ( 7.6%) 
brushes               5709/8192        68508/98304    (69.7%) 
brushsides           53493/65536      427944/524288   (81.6%) VERY FULL!
planes               55500/65536     1110000/1310720  (84.7%) VERY FULL!
vertexes             59769/65536      717228/786432   (91.2%) VERY FULL!
nodes                22440/65536      718080/2097152  (34.2%) 
texinfos              5367/12288      386424/884736   (43.7%) 
texdata                174/2048         5568/65536    ( 8.5%) 
dispinfos              294/0           51744/0        ( 0.0%) 
disp_verts           59110/0         1182200/0        ( 0.0%) 
disp_tris           102912/0          205824/0        ( 0.0%) 
disp_lmsamples    11126731/0        11126731/0        ( 0.0%) 
faces                39358/65536     2204048/3670016  (60.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            20878/65536     1169168/3670016  (31.9%) 
leaves               22519/65536      720608/2097152  (34.4%) 
leaffaces            44961/65536       89922/131072   (68.6%) 
leafbrushes          18107/65536       36214/131072   (27.6%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           274094/512000    1096376/2048000  (53.5%) 
edges               159257/256000     637028/1024000  (62.2%) 
LDR worldlights        135/8192        11880/720896   ( 1.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            5/32768          60/393216   ( 0.0%) 
waterstrips           3251/32768       32510/327680   ( 9.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         64947/65536      129894/131072   (99.1%) VERY FULL!
cubemapsamples          13/1024          208/16384    ( 1.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    16782888/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       91460/393216   (23.3%) 
LDR ambient table    22519/65536       90076/262144   (34.4%) 
HDR ambient table    22519/65536       90076/262144   (34.4%) 
LDR leaf ambient     72383/65536     2026724/1835008  (110.4%) VERY FULL!
HDR leaf ambient     22519/65536      630532/1835008  (34.4%) 
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]           1/1137156  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/33640    ( 0.0%) 
pakfile               [variable]     1509605/0        ( 0.0%) 
physics               [variable]    13804710/4194304  (329.1%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 111402
Writing c:\users\rd\desktop\rp_somethingwork.bsp
3 minutes, 13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\RD\Desktop\rp_somethingwork.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_somethingwork.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2"  +map "rp_somethingwork" -steam



your problem is the errors with Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: use te view tab to go to the co-ordinates and fix the brush in you can’t it that way open the .vmf in notepad++ and find the Brush ID number mentioned in log and delete it’s section then close and save the vmf re-open it in hammer and rebuild the brushes

First of all, deisregaurd was taz0 said.

That’s caused by the map leaking. map->loadpointfile

Second, errors like that are usually caused by vvis screwing up, which can happen with leaks, or super dense visleaves func_detail anything that isn’t a large rectangular wall (with exceptions) (ctrl + t)

There are also Power of 4 displacements in the map, as far as I know, they can cause some graphical errors and glitches.

Kinda odd, I don’t see a usual leak message in the compile log. I mean I’ve always seen this FindPortalSide message spam coupled with a leak but not without it.

The “Node with out volume” error is the same as the leak error.