Annoying compile warning

danm36

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I keepe on getting this compile warning whenever I compile my map.

Code:
** Executing...
** Command: "g:\program files\valve\steam\steamapps\**********\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "g:\program files\valve\steam\steamapps\SourceMods\******" "g:\program files\valve\steam\steamapps\sourcemods\******\maps\vmf\####"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: g:\program files\valve\steam\steamapps\SourceMods\******\materials
Loading g:\program files\valve\steam\steamapps\sourcemods\******\maps\vmf\####.vmf
Patching WVT material: maps/####/nature/blendrocksand008c_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 7168.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29481: Brush 29482: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6656.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29481: Brush 29482: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 7168.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29484: Brush 29483: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 4608.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29477: Brush 29476: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 5120.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29477: Brush 29476: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3584.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29473: Brush 29474: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 4096.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29473: Brush 29474: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 8769.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
Candidate brush IDs: Brush 29472: Brush 29473: 

*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing g:\program files\valve\steam\steamapps\sourcemods\******\maps\vmf\####.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_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_ep02_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) (139533 bytes)
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 511 texinfos to 215
Reduced 44 texdatas to 37 (1149 bytes to 865)
Writing g:\program files\valve\steam\steamapps\sourcemods\******\maps\vmf\####.bsp
5 seconds elapsed

Its not a leak, and the compiled map works successfully, I just want to know if I can fix these errors (FindPortalSide) somehow. And yes, there is a large halo of fake fog (fakefog01) textures in the skybox. I'm guessing these are distrupting the VisLeafs somehow, despite the fact I have a func_viscluster surrounding the entire skybox (Not leaking)

Thanks in advance
 
well maps will compile with leaks, you'll just have massive lighting and vis issues. It is odd that the compiler isn't explicitly saying LEAKED though.



Are you using area portals?
 
The lighting is correct and everything on compile, I am using some areaportals that function correctly. The co-ordinates for the Huge Windows are inside the skybox, should this be the cause of the annoying messages (No errors what-so-ever)
 
did you try tracking down the brushes by ID, seeing if something is wrong, and if all else fails, rebuilding the geometry?
 
Yes. the brushes turned out to be each part of a 64 segment horizontal arch in the skybox leading to a halo-effect. The fakefog01 texture then allows me to give the fake appearence of sand haze (Partially obscuring the non-fog affected skybox, This effect also includes traditional skybox fog) as the skybox is just a continuation of a desert. The Huge halo is func_detail, yet despite this it apparently cuts up vis-leafs.
 
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