Glview, howto use

  • Thread starter Thread starter WarWhat
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WarWhat

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Leaf (portal 6544) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.

Could anyone please let me know exactly how I recognize the portal in glview? I know how to launch glview and everything. I just don't know where the portal is (there are quite a few portals, but none of them seems to be highlighted)

Anyone knows how to use the parameters -portal and -portalhighlight

I've tried like this, doesnt work

Glview.exe -portal -portalhighlights 6544 [map]
but then I get an error (with my level behind, but ok on error quit the prog)

couldn't open C:\...........\Steam\steamapps\[email protected]

(as it looks for the prt file...but..I dunno)
Thx in advance for helping me out.
 
~Bump~ Really need to know this...

Come ON....please....anybody! ;(
 
this question deserves to be answered.. but not by me :p

I have another quesion though. when I try to use glview, i get an error saying that it can't open my .prt file and then it closes. any idea how to fix this?

Here is the LOG
I've tried going to some of those coordinates, but there isn't anything near them...


** Executing...
** Command: "c:\steam\steamapps\noisymonk\sourcesdk\bin\vbsp.exe"
** Parameters: -glview "c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\de_tomb4"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\steam\steamapps\noisymonk\counter-strike source\cstrike\materials
Loading c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\de_tomb4.vmf
Detected multiplayer map, building linux dedicated server data
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_brush (-340.00 3372.00 123.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0, 6144.0, 408.0)
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 (1024.0, 6656.0, 408.0)
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 (512.0, 7168.0, 408.0)
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 (-512.0, 6144.0, 408.0)
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 (-512.0, 7168.0, 408.0)
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 (-1536.0, 7168.0, 408.0)
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, 7168.0, 408.0)
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 (-3072.0, 6656.0, 408.0)
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)
Writing c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\de_tomb4.gl
4540 c_glfaces
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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) (739449 bytes)
Building Physics collision data...
done (1) (1524669 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\de_tomb4.bsp
12 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: C:\Steam\SteamApps\noisymonk\sourcesdk\bin\glview.exe
** Parameters: -portals "c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\de_tomb4.gl"
 
never mind. found the source of the error.. the leak..
something I never knew before, if you select a bunch of brushes and tie them to the same entity, and the little circle is outside of your map, you will get a leak. so you have to tie each brush seperately.

Edit: I have lots of rubble and stuff in my map. can I group a bunch of rubble that is close together to one funch brush? or do I have to do each piece seperately?
 
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