Really need help. My map is not compialing right.

Okay so I’m making all the maps for a machinima series, and well i ran into a HUGE problem. When ever i try to compile my map i get this error sign:

Which happens at “Building Physics collision data…”

it says its done compiling after i exit it out, but it dosent go over most of the stuff. it makes a .bsp but its useless.

Here is the script, can you help me out?

[release]** Executing…
** Command: “c:\program files (x86)\steam\steamapps\TheHangover\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\TheHangover\half-life 2 episode two\ep2” “C:\Users\TheHangover\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1”

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\TheHangover\half-life 2 episode two\ep2\materials
Loading C:\Users\TheHangover\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1.vmf
Patching WVT material: maps/ens1/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/ens1/nature/blendashdirt01_wvt_patch
Patching WVT material: maps/ens1/nature/blendgraveldirt01_wvt_patch
Patching WVT material: maps/ens1/concrete/blenddebris001a_wvt_patch
Patching WVT material: maps/ens1/concrete/blendconcreterock001a_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 (-796.00 -2200.00 124.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1024.0 1472.0 1010.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1024.0 1984.0 1010.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1496.0 1024.0 1010.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2008.0 1024.0 1010.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1536.0 2048.0 1010.0)
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 (2048.0 1536.0 1010.0)
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 (-2664.0 1024.0 1010.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-2872.0 1024.0 1010.0)
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:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 240 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_04*.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_04*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Tony\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1.bsp” “c:\program files (x86)\steam\steamapps\TheHangover\half-life 2 episode two\ep2\maps\ENS1.bsp”
[/release]


**** leaked ****
Entity prop_static (-796.00 -2200.00 124.00) leaked!

A leak. Load the pointfile.


NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!

“tools oolsnodraw” shouldn’t be put on any face of a displacement brush.

Try using the cordon tool to test compile sections of the map at a time.


entity prop_static (-796.00 -2200.00 124.00) leaked!

You have a leak in your map, press map>load point file and keep the red line from touching the void (empty blackness)


nodraw on terrain surface!

If you want to hide the faces on the displacements you don’t see, select the whole brush grab the application tool, unselect the top face and press destroy in the displacement tab. I suggest this for any displacement you make.

EDIT:

Fuckin ninja’d

thanks man, if it works you saved the series.

-snip-

ok so i fixed all of those problems. but im still getting the top error (picture) with this script now,


** Executing...
** Command: "c:\program files (x86)\steam\steamapps	onygv\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps	onygv\half-life 2 episode two\ep2" "C:\Users\Tony\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps	onygv\half-life 2 episode two\ep2\materials
Loading C:\Users\Tony\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1.vmf
Patching WVT material: maps/ens1/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/ens1/nature/blendashdirt01_wvt_patch
Patching WVT material: maps/ens1/nature/blendgraveldirt01_wvt_patch
Patching WVT material: maps/ens1/concrete/blenddebris001a_wvt_patch
Patching WVT material: maps/ens1/concrete/blendconcreterock001a_wvt_patch
fixing up env_cubemap materials on brush sides...
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 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 240 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Tony\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_04*.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_04*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tony\Desktop\Sounds Good! Films\Maps\EP.1\scene 1\ENS1.bsp" "c:\program files (x86)\steam\steamapps	onygv\half-life 2 episode two\ep2\maps\ENS1.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."

and it still pops up at “Building Physics collision data…”

Try using the cordon tool to test compile sections of the map at a time.

where is the cordon tool?

Hammer Cordon Usage

On the toolbar of hammer. It looks like a yellow square with black stripes.

ninja’d :ninja:

lol thanks guys, i just figured it out (using the cordon tool) It was a displacment that for some reason caused hammer to crash, so i deleted it and, bam!, it ran perfectly. and yea its kinda embarrasing actualy asking for help, and than not have any idea about a tools existence. XD