Problem with BuildVisLeafs and several other errors.

I’ve been trying to get the first level of my campaign finished for some time now and have gone through a lot of problems but some of them have stumped me.

Here’s my compile log:



-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------
 
-------------------------------------------------------------------------------
Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi
n\vbsp.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\l
eft4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_cont
ent\mapsrc\Suburbia_Highway_Level1.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:\program files\valve\steam\steamapps\common\left 4 dead 2\left4d
ead2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.vmf


Can’t find surfaceprop stone for material STONE/STONE_EXT_05, using default
Can’t find surfaceprop stone for material STONE/STONE_EXT_06, using default
Can’t find surfaceprop stone for material STONE/STONE_EXT_04, using default



Patching WVT material: maps/suburbia_highway_level1/dev/dev_blendmeasure_wvt_pat
ch
Patching WVT material: maps/suburbia_highway_level1/nature/blend_grass_grass_01_
wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (9764, 51, 98)
env_cubemap pointing at deleted brushside near (7425, 77, 98)
env_cubemap pointing at deleted brushside near (5616, 66, 98)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)


FindPortalSide: Couldn’t find a good match for which brush to assign to a portal
near (2460.6 197.1 286.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 49959:



Processing areas...done (0)


Building Faces…Warning: Fell out of small block heap!



done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (1)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.prt...Building visibility clusters...
done (1)
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 (1) (553676 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3671 texinfos to 1664
Reduced 367 texdatas to 326 (20347 bytes to 18569)
Writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.bsp
1 minute, 43 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------
 
-------------------------------------------------------------------------------
Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi
n\vvis.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\l
eft4dead2" -fast "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sd
k_content\mapsrc\Suburbia_Highway_Level1"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Apr 21 2010)
fastvis = true
2 threads
reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.bsp
max farz in all env_fog_controller entities: 4000.000000 (used for radial vis)
reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.prt
   1 portalclusters
   0 numportals


BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)



Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14  compressed from 16
writing c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------
 
-------------------------------------------------------------------------------
Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi
n\vrad.exe"  -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\
left4dead2" -noextra "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead
2\sdk_content\mapsrc\Suburbia_Highway_Level1"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Apr 21 2010)
      Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_Highway_Level1.bsp
Setting up ray-trace acceleration structure... Done (50.58 seconds)
20554 faces
13 degenerate faces
7657154 square feet [1102630272.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
20541 patches before subdivision
zero area child patch
1053633 patches after subdivision
sun extent from map=0.000000
29 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (549)


BuildVisLeafs: 0Finished. Press a key to close.





First:

I’ve been getting this since I’ve used the texture, no real problem here though, it happens all the time and doesn’t cause any problems.


Second:

I’ve been getting this problem lately and I haven’t had any luck with finding solutions for it, let alone I don’t even know what it meens.


Third:

No clue what this meens, is it bad?


Fourth:

This can’t be good, it practically doesn’t even load BasePortalVis, it’s just immediately done where as before it takes some time to do it.


Fifth:

This is where the compiler ends, it sits on BuildVisLeafs: 0 for about half an hour then I finally get a runtime error message.

I’m pretty much clueless as to what I should do here. I would really appreciate any help I can get.

Problems 3 - 5 could be caused by problem two. I suggest taking the compilers advice: “Check for a huge brush enclosing the coordinates [2460.6 197.1 286.0] that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 49959”

I suppose I will, is there a way I can check brushes for ID’s like it says?

Use this.

That helped a bit, time for some trial and error though to see if I can get it working.