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Post by zackman811 on Jul 12, 2009 20:54:09 GMT
i didnt mean to bother anyone, philip was the only one responding so i didnt know anyone else was looking at this
sry if i annoyed you i guess ill post it here too
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Post by 3kliksphilip on Jul 13, 2009 7:18:38 GMT
I think I answered the question in the PM... though I don't want people doing it in future because it really does leave it all up to me and this forum's a way of letting any one who wants to have a go at helping.
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Post by zackman811 on Jul 14, 2009 3:41:46 GMT
thanks for your help
for future reference, does anyone know the limit for this kind of thing?
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Post by Eatbeavers(SWE) on Jul 14, 2009 20:16:12 GMT
Yeah how do you fix it? AND do you need my compiling thing?
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Post by zackman811 on Aug 4, 2009 23:36:46 GMT
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yeah
Newbie
Posts: 9
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Post by yeah on Feb 18, 2013 18:55:19 GMT
Hi, I'm working on my first map and i think i have the same problem. I've read on other forums that optimizing could solve the problem. Could you help me find out whats wrong with it?
Heres my compile log.:
** Executing... ** Command: "d:\games\steam\steamapps\ohhyeah33\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\games\steam\steamapps\ohhyeah33\team fortress 2\tf" "D:\Games\Steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.vmf"
Valve Software - vbsp.exe (Oct 31 2012) 2 threads materialPath: d:\games\steam\steamapps\ohhyeah33\team fortress 2\tf\materials Loading D:\Games\Steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.vmf Patching WVT material: maps/limo/nature/blendrockground002_wvt_patch Patching WVT material: maps/limo/pl_barnblitz/blendmetalroofsnow_02_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity prop_dynamic (3045.50 3046.00 -255.88) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 2560.0 574.0) 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 (11776.0 3072.0 574.0) 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 (10752.0 3072.0 574.0) 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 (12288.0 1536.0 574.0) 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 (10360.0 1024.0 574.0) 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 (10872.0 1024.0 574.0) 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 (11776.0 0.0 -324.0) 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 (11503.3 0.0 -56.1) 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 32 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) 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 (0) (624284 bytes) Error! prop_static using model "models/props_lab/desklamp01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_lab/desklamp01.mdl"! Error loading studio model ""! 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 1552 texinfos to 1124 Reduced 52 texdatas to 50 (1320 bytes to 1236) Writing D:\Games\Steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.bsp 3 seconds elapsed
** Executing... ** Command: "d:\games\steam\steamapps\ohhyeah33\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\games\steam\steamapps\ohhyeah33\team fortress 2\tf" -fast "D:\Games\Steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo"
Valve Software - vvis.exe (Oct 31 2012) fastvis = true 2 threads reading d:\games\steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.bsp reading d:\games\steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.prt LoadPortals: couldn't read d:\games\steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.prt
** Executing... ** Command: "d:\games\steam\steamapps\ohhyeah33\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\games\steam\steamapps\ohhyeah33\team fortress 2\tf" "D:\Games\Steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.85 seconds) 5732 faces 3 degenerate faces 5170134 square feet [744499328.00 square inches] 6 Displacements 48378 Square Feet [6966505.00 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<0.0313 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (29) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 16/1024 768/49152 ( 1.6%) brushes 748/8192 8976/98304 ( 9.1%) brushsides 5042/65536 40336/524288 ( 7.7%) planes 2568/65536 51360/1310720 ( 3.9%) vertexes 7740/65536 92880/786432 (11.8%) nodes 3431/65536 109792/2097152 ( 5.2%) texinfos 1124/12288 80928/884736 ( 9.1%) texdata 50/2048 1600/65536 ( 2.4%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 97014/0 97014/0 ( 0.0%) faces 5732/65536 320992/3670016 ( 8.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2961/65536 165816/3670016 ( 4.5%) leaves 3448/65536 110336/2097152 ( 5.3%) leaffaces 6630/65536 13260/131072 (10.1%) leafbrushes 1676/65536 3352/131072 ( 2.6%) areas 4/256 32/2048 ( 1.6%) surfedges 39145/512000 156580/2048000 ( 7.6%) edges 21891/256000 87564/1024000 ( 8.6%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 453/32768 4530/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8241/65536 16482/131072 (12.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4170816/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 16192/393216 ( 4.1%) LDR ambient table 3448/65536 13792/262144 ( 5.3%) HDR ambient table 3448/65536 13792/262144 ( 5.3%) LDR leaf ambient 2110/65536 59080/1835008 ( 3.2%) HDR leaf ambient 3448/65536 96544/1835008 ( 5.3%) 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] 1/7192 ( 0.0%) pakfile [variable] 106770/0 ( 0.0%) physics [variable] 624284/4194304 (14.9%) physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 15776 Writing d:\games\steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.bsp 34 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Games\Steam\steamapps\ohhyeah33\sourcesdk_content\tf\mapsrc\limo.bsp" "d:\games\steam\steamapps\ohhyeah33\team fortress 2\tf\maps\limo.bsp"
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Post by Zeph on Feb 19, 2013 1:01:29 GMT
**** leaked ****
you have a leak. there is a gap in your geometry allowing the 'void' of the outside to touch an entity. you need to separate all entities from the void via world geometry brushes/volumes.
Remember to use "snap to grid" (shift+W to toggle) and a grid size '8' at least ( [ and ] to change), to let your brushes easily line up and seal your map.
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yeah
Newbie
Posts: 9
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Post by yeah on Feb 19, 2013 16:34:09 GMT
Water looks prettier than ever, thank you very much! Finishing some skyboxes i noticed a new problem. A high and thin wall appeared which i can walk through. It's only appears in game. I never met this problem before, could you help me?
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Post by Zeph on Feb 19, 2013 17:23:07 GMT
What texture does it have? black? screenshot?
Sounds like a broken polygon or a visleaf's portal closure.
Did you make the skybox / fix the leak by putting a large box around your map?
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yeah
Newbie
Posts: 9
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Post by yeah on Feb 19, 2013 18:06:20 GMT
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Post by Zeph on Feb 19, 2013 20:09:50 GMT
broken polygon... are all your solids valid?
would need to see the VMF to fix that.
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yeah
Newbie
Posts: 9
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Post by yeah on Feb 20, 2013 9:07:58 GMT
Found that bad polygon. I changed that part skins to nodraw. If you still want to see the VMF file i gladly upload it.
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Post by Zeph on Feb 20, 2013 10:06:30 GMT
So you've hidden the problem, not fixed it? Good job. Fix the brush, not just paint over it something invisible.
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yeah
Newbie
Posts: 9
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Post by yeah on Feb 20, 2013 17:10:30 GMT
You are totally right, I feel bad about my laziness. Today i had time to fix that brush.
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Post by Zeph on Feb 20, 2013 17:35:03 GMT
\o/
Good job.
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