Help me with a Problem please :|

Fender357

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K, when I go to check map for problems this comes up Entity (funk_breakable_surf) has unused keyvalue "lowerleft" I'm not sure what that means, but I know its something to do with my glass. Even if I hit FIX in the map problems thing, it dosn't ever fix it. And now my map compiles with all of the textures lit. Here is my compile log. Just as a note, I've been compiling with VIS off, it seems to take less time and it dosn't really degrade any quality.




** Executing...
** Command: Change Directory
** Parameters: "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam 2.0\SteamApps\[email protected]\sourcesdk\hl2mp_sample_content\maps\TheGallery.vmf" "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.vmf"


** Executing...
** Command: "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\hl2mp_sample_content" "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\hl2mp_sample_content\materials
Loading D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2.Brush 204540: WARNING, microbrush
Brush 198851: WARNING, microbrush
Brush 198105: WARNING, microbrush
Brush 177993: WARNING, microbrush
..3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2.Brush 204540: WARNING, microbrush
Brush 198851: WARNING, microbrush
Brush 198105: WARNING, microbrush
Brush 177993: WARNING, microbrush
..3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (222350 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\hl2mp_sample_content" "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.bsp
No vis information, direct lighting only.
4231 faces
2292149 square feet [330069568.00 square inches]
0 displacements
0 square feet [0.00 square inches]
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (208)
Build Patch/Sample Hash Table(s).....Done<0.1819 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 613/8192 7356/98304 ( 7.5%)
brushsides 4120/65536 32960/524288 ( 6.3%)
planes 1394/65536 27880/1310720 ( 2.1%)
vertexes 6904/65536 82848/786432 (10.5%)
nodes 2243/65536 71776/2097152 ( 3.4%)
texinfos 388/12288 27936/884736 ( 3.2%)
texdata 28/2048 896/65536 ( 1.4%)
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 4231/65536 236936/3670016 ( 6.5%)
origfaces 1848/65536 103488/3670016 ( 2.8%)
leaves 2253/65536 126168/3670016 ( 3.4%)
leaffaces 4593/65536 9186/131072 ( 7.0%)
leafbrushes 1513/65536 3026/131072 ( 2.3%)
surfedges 26969/512000 107876/2048000 ( 5.3%)
edges 15145/256000 60580/1024000 ( 5.9%)
worldlights 14/8192 1232/720896 ( 0.2%)
waterstrips 299/32768 2990/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4722/65536 9444/131072 ( 7.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2616548/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7231/393216 ( 1.8%)
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] 1/3146 ( 0.0%)
pakfile [variable] 19990/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 222350/4194304 ( 5.3%)
==== Total Win32 BSP file data space used: 3779131 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 3556781 bytes ====

Total triangle count: 11116
Writing d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.bsp
3 minutes, 33 seconds elapsed
 
im getting the same thing just now, microbrush. and there is no function to find that brush number, only a tool where you select a brush and it tells you the #, but thats useless.

edit: damn, 30 seconds later i find it. its under VIEW, or ctrl-shift-G
 
Hey thats cool. Sadly getting rid of the micro brushes didn't help me. My map still isn't changing when I compile it.
 
"Entity (funk_breakable_surf) has unused keyvalue "lowerleft""

find the brush entity and delete that keyvalue, I rarely let hammer fix problems as it sometimes can't, sometimes just removes the whole thing to fix the errors.

As for the microbrush problem. You can't have deleted all of them. It's possible if you've been carving/cutting that you've gone and made some very very small cuts by accident thats giving the problems?
 
Actually I did delete all of the microbrushes. There weren't that many. It dosn't say anything about microbrushes when I compile anymore. But it still dosn't include all the new changes I have in my map. I've got another question though... How do you delete that keyvalue? I'm not sure where it is. I don't know how much good deleting the glass I have and putting new glass in since every new pice I put in adds on more of the "lowerleft" errors.
 
i get those errors too for lowerleft for my windows. i copied my windows from dm_lockdown too.
 
Fender357 said:
Actually I did delete all of the microbrushes. There weren't that many. It dosn't say anything about microbrushes when I compile anymore. But it still dosn't include all the new changes I have in my map. I've got another question though... How do you delete that keyvalue? I'm not sure where it is. I don't know how much good deleting the glass I have and putting new glass in since every new pice I put in adds on more of the "lowerleft" errors.
have you shut down the engine and reloaded before testing again, or used another map name? That might help if its not showing the changes (that happened to me)
 
To the original poster: The reason your textures are all fully lit is because you aren't running vis, which in turn means you aren't running rad. Rad is the compile program that creates all the shading effects on your brushes and it depends on information from vis to run it.

As for your error, I'm afraid I can't really help. I've heard you can safely ignore it, but it would be nice to know why it is there. Doing what Dark Elf said could work. To find keyvalues click on smartedit while in the properties for an entity.
 
Yeah, i've had to shut it everything down a number of times and start it over. The "lowerleft" thing defenitly isn't my problem though...i see now that its just something to be ignored. But it still isn't doing anything after I compile.
And I just tryed the renameing thing and it shows me something I didn't realize. It isn't giving me ANYTHING after it compiles. I thought it was just spitting out the map the way I had it a couple of compiles ago...but it just isn't spitting out anything.
Sigh...
 
Writing d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.bsp

I'm guessing this is your problem. Did you recently create this folder? Try just putting it in the normal hl2mp\maps folder.
 
JFry said:
To the original poster: The reason your textures are all fully lit is because you aren't running vis, which in turn means you aren't running rad. Rad is the compile program that creates all the shading effects on your brushes and it depends on information from vis to run it.

As for your error, I'm afraid I can't really help. I've heard you can safely ignore it, but it would be nice to know why it is there. Doing what Dark Elf said could work. To find keyvalues click on smartedit while in the properties for an entity.


I'm sure you know what your talking about but, I don't have the full light problem any more and I'm still running with VIS off. I really wouldn't be worried about that right now anyway since i've got the problem I just posted about.
 
JFry said:
Writing d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\TheGallery.bsp

I'm guessing this is your problem. Did you recently create this folder? Try just putting it in the normal hl2mp\maps folder.

Yeah I made that one. It dosn't matter what folder you compile it into. I know what folder to put the map in to run it. I got tired of having to go to the original folder then copy it then get to the deathmatch maps folder. So i just made that one in the hl2dm folder. I wanted a folder close to the hl2dm/maps folder, but I didn't want it to put everything in that folder. Its worked the whole time I've been making this map, so i'ts go nothing to do with my problem.
 
mine messed up too. I get the same error. It doesn't have anything to do with micro brushes. also it crashes CS ;( ...this is it
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

its the windows...anyone know how to fix it????
 
You wanna know how fing stupid I am???? DO you!!?!?! Yeah! yeah... I know you!!!! you wanna know why my map wasn't doing anything after i compiled it?
Because!!!

When I opend hammer I had Current Game set to CS:S like it does automaticly. And leaving it like that makes it set up for CS:S...and that screws with crap and makes it so the map dosn't friggn' compile!!!
So all I had to do was make sure I started hammer when I had the Current Game set to HL2DM.


GOD...
 
Lol annoying that aint it, i ended up deleting the CSS config so it can only load the HL2 one
 
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