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