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Post by TyronSmiteApril on Nov 3, 2014 23:01:27 GMT
When I finish compiling my map I have a few issues one being the water and it looks like this gyazo.com/3d9f4e3d6feaf1698c600db7055c4c12 the other would be when I am in game in console I get Attempted to create unknown entity type info_ladder! Can't init info_ladder but all of my ladders are fine I check and made sure they are all func_ladder please help
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Post by Zeph on Nov 4, 2014 21:07:39 GMT
thats the "hall of mirrors" effect, and is often caused by a leak.
Can you post your compile log here, please?
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Post by TyronSmiteApril on Nov 5, 2014 4:48:04 GMT
** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Tacoma Bower\Desktop\Maps\ba_jail_electric_razor_v7.vmf"
Valve Software - vbsp.exe (May 15 2014) 3 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Tacoma Bower\Desktop\Maps\ba_jail_electric_razor_v7.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "ka_soccer_2006/d_orange" not found. Material not found!: KA_SOCCER_2006/D_ORANGE material "ka_soccer_2006/goalnetting" not found. Material not found!: KA_SOCCER_2006/GOALNETTING Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity func_illusionary (528.00 -72.00 90.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 2454.0 -176.5) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 2966.0 -176.5) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 2560.0 532.0) 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 (-2560.0 3072.0 179.5) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3584.0 3072.0 179.5) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 2560.0 179.5) 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 (-2584.0 1024.0 -232.5) 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 (-2072.0 1024.0 -232.5) 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 182 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_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 (1) (370354 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1320 texinfos to 719 Reduced 110 texdatas to 92 (3945 bytes to 3358) Writing C:\Users\Tacoma Bower\Desktop\Maps\ba_jail_electric_razor_v7.bsp 4 seconds elapsed
** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Tacoma Bower\Desktop\Maps\ba_jail_electric_razor_v7"
Valve Software - vvis.exe (May 15 2014) 3 threads reading c:\users\tacoma bower\desktop\maps\ba_jail_electric_razor_v7.bsp reading c:\users\tacoma bower\desktop\maps\ba_jail_electric_razor_v7.prt LoadPortals: couldn't read c:\users\tacoma bower\desktop\maps\ba_jail_electric_razor_v7.prt
** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Tacoma Bower\Desktop\Maps\ba_jail_electric_razor_v7"
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator 3 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\users\tacoma bower\desktop\maps\ba_jail_electric_razor_v7.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.40 seconds) 4739 faces 5 degenerate faces 534808 square feet [77012376.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0297 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 (11) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 99/1024 4752/49152 ( 9.7%) brushes 920/8192 11040/98304 (11.2%) brushsides 6956/65536 55648/524288 (10.6%) planes 6908/65536 138160/1310720 (10.5%) vertexes 8272/65536 99264/786432 (12.6%) nodes 3189/65536 102048/2097152 ( 4.9%) texinfos 719/12288 51768/884736 ( 5.9%) texdata 92/2048 2944/65536 ( 4.5%) 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 4739/65536 265384/3670016 ( 7.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3267/65536 182952/3670016 ( 5.0%) leaves 3289/65536 105248/2097152 ( 5.0%) leaffaces 6271/65536 12542/131072 ( 9.6%) leafbrushes 1579/65536 3158/131072 ( 2.4%) areas 2/256 16/2048 ( 0.8%) surfedges 36358/512000 145432/2048000 ( 7.1%) edges 21443/256000 85772/1024000 ( 8.4%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 651/32768 6510/327680 ( 2.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10482/65536 20964/131072 (16.0%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2477740/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 106668/393216 (27.1%) LDR ambient table 3289/65536 13156/262144 ( 5.0%) HDR ambient table 3289/65536 13156/262144 ( 5.0%) LDR leaf ambient 2301/65536 64428/1835008 ( 3.5%) HDR leaf ambient 3289/65536 92092/1835008 ( 5.0%) 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] 1/8556 ( 0.0%) pakfile [variable] 540317/0 ( 0.0%) physics [variable] 370354/4194304 ( 8.8%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13472 Writing c:\users\tacoma bower\desktop\maps\ba_jail_electric_razor_v7.bsp 16 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tacoma Bower\Desktop\Maps\ba_jail_electric_razor_v7.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\ba_jail_electric_razor_v7.bsp"
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Post by TyronSmiteApril on Nov 5, 2014 5:00:40 GMT
I have edited the whole pool looked at every angle etc. I don't see a single 'leak'
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Post by TyronSmiteApril on Nov 5, 2014 5:26:21 GMT
**** leaked **** Entity func_illusionary (528.00 -72.00 90.00) leaked! this is also a vent in a different room by no water
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Post by Zeph on Nov 7, 2014 17:39:19 GMT
What a "leak" means is that an entity has a path through the "air" in the map to the "void" outside the map.
After a compile go: Map -> Load POINT File
follow the red line from the entity (you mentioned above) to where it goes between world brushes to the outside world.
If the gap between the walls of the map is not obvious (there are other ways for leaks to occure) then I could have a look for you if you pass the VMF over.
Good luck! Let us (read me) know how you get on.
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Post by TyronSmiteApril on Nov 7, 2014 20:36:30 GMT
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Post by Zeph on Nov 9, 2014 11:24:27 GMT
Bah, I'm unable to load it due to a custom model (plant?)
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Post by TyronSmiteApril on Nov 9, 2014 12:24:47 GMT
Skype? Team viewer?
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Post by Zeph on Nov 9, 2014 18:11:46 GMT
hit me up on steam to start with. zephdavies.
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Post by TyronSmiteApril on Nov 10, 2014 1:38:13 GMT
I added you btw name is Tyron, bhop gods is my picture
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