Source SDK Problem with map!!!

Hi , maybe enyone can help me.
My english is not so good so i made some Screenshots!:rock:

http://imageshack.us/photo/my-images/24/bild2hv.png/

http://imageshack.us/photo/my-images/402/firt001d0000.jpg/

http://imageshack.us/photo/my-images/534/firt001d0001.jpg/

So you can see in the editor the house is unbroken

an in game the house is broken! :smiley:

I hope anybody can help me =) Thx

can you post the log?

What you mean with log? im new in mapping sry

[editline]28th January 2012[/editline]

Did you mean that?

** Executing…
** Command: “c:\spiele\steam\steamapps\dmxs\sourcesdk\bin\source2009\bin\vbsp.exe”
** Parameters: -game “c:\spiele\steam\steamapps\dmxs\half-life 2\hl2” “C:\Users\Jan\Desktop\My map\Firt_001_d.vmf”

Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\spiele\steam\steamapps\dmxs\half-life 2\hl2\materials
Loading C:\Users\Jan\Desktop\My map\Firt_001_d.vmf
Could not locate ‘GameData’ key in c:\spiele\steam\steamapps\dmxs\half-life 2\hl2\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 infodecal (1035.00 2002.19 122.71) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (7168.0 5632.0 778.0)
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 (6656.0 6144.0 778.0)
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 (5632.0 6144.0 778.0)
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 (7168.0 4608.0 778.0)
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 (7168.0 3584.0 778.0)
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 (4608.0 6144.0 778.0)
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 (3269.5 5120.0 778.0)
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 (3781.5 5120.0 778.0)
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 1020 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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 (1) (416955 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 802 texinfos to 685
Reduced 55 texdatas to 53 (1355 bytes to 1268)
Writing C:\Users\Jan\Desktop\My map\Firt_001_d.bsp
2 seconds elapsed

** Executing…
** Command: “c:\spiele\steam\steamapps\dmxs\sourcesdk\bin\source2009\bin\vvis.exe”
** Parameters: -game “c:\spiele\steam\steamapps\dmxs\half-life 2\hl2” “C:\Users\Jan\Desktop\My map\Firt_001_d”

Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\users\jan\desktop\my map\Firt_001_d.bsp
reading c:\users\jan\desktop\my map\Firt_001_d.prt
LoadPortals: couldn’t read c:\users\jan\desktop\my map\Firt_001_d.prt

** Executing…
** Command: “c:\spiele\steam\steamapps\dmxs\sourcesdk\bin\source2009\bin\vrad.exe”
** Parameters: -game “c:\spiele\steam\steamapps\dmxs\half-life 2\hl2” “C:\Users\Jan\Desktop\My map\Firt_001_d”

Valve Software - vrad.exe SSE (Sep 15 2011)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\jan\desktop\my map\Firt_001_d.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.75 seconds)
4535 faces
1949250 square feet [280692128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (8)
Build Patch/Sample Hash Table(s)…Done<0.0129 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
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 (13)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 1291/8192 15492/98304 (15.8%)
brushsides 7908/65536 63264/524288 (12.1%)
planes 1948/65536 38960/1310720 ( 3.0%)
vertexes 7365/65536 88380/786432 (11.2%)
nodes 2577/65536 82464/2097152 ( 3.9%)
texinfos 685/12288 49320/884736 ( 5.6%)
texdata 53/2048 1696/65536 ( 2.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4535/65536 253960/3670016 ( 6.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2635/65536 147560/3670016 ( 4.0%)
leaves 2579/65536 82528/2097152 ( 3.9%)
leaffaces 5927/65536 11854/131072 ( 9.0%)
leafbrushes 2153/65536 4306/131072 ( 3.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 32537/512000 130148/2048000 ( 6.4%)
edges 20320/256000 81280/1024000 ( 7.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 473/32768 4730/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8529/65536 17058/131072 (13.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1438012/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 40688/393216 (10.3%)
LDR ambient table 2579/65536 10316/262144 ( 3.9%)
HDR ambient table 2579/65536 10316/262144 ( 3.9%)
LDR leaf ambient 6677/65536 186956/1835008 (10.2%)
HDR leaf ambient 2579/65536 72212/1835008 ( 3.9%)
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] 1/280 ( 0.4%)
pakfile [variable] 211883/0 ( 0.0%)
physics [variable] 416955/4194304 ( 9.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12912
Writing c:\users\jan\desktop\my map\Firt_001_d.bsp
24 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Jan\Desktop\My map\Firt_001_d.bsp” “c:\spiele\steam\steamapps\dmxs\half-life 2\hl2\maps\Firt_001_d.bsp”

** Executing…
** Command: c:\spiele\steam\steam.exe
** Parameters: -applaunch 220 -game “c:\spiele\steam\steamapps\dmxs\half-life 2\hl2” +map “Firt_001_d”

map>load point file

Follow the red line to the outside, and fill in the gap.

findportalside: couldn’t find a good match for which brush to assign to a portal near (7168.0 5632.0 778.0) this is your problem usually, this error is caused by a leak, so fix it if it is.
If it isn’t, there is a (group of) brush/brushes that is/are giving vbsp.exe a hard time to figure out your level.

possible solution is to find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.

I think people should learn about leaks

I suggest actually studying on hammer before even making maps. The only thing I have to learn is npc info_nodes and such everything else is pretty much a piece of cake

Nice 1

learn from errors

there was most leaks from decals i removed them all and some doors have leaks too!

leaks a re a major problem!!!

but dont worry youll learn :rock:

Ok how now i start new mao because there are to many leaks to repair them

or can the programm repair itself???

What is the best to avoid this errors?

Imagine a room with a leaky gas pipe. You have detectors around the room. Now, you can walk around and turn off the detectors, it will stop them beeping, but it will not fix the leak. Or you can seal the pipe.

The entity that the log delects is not the cause of the leak, but the closest entity to the leak. You don’t delete the entity, but ensure the map is surrounded by world brushes. Enities, water or desplacements do not seal the map.