Need help for completed map.. almost lol

T

Tizz

Guest
Hey ive finished my HL2DM map, screens etc once i got it workin.

Its worked when i was testing it etc, added 1 or 2 lights they worked so then i went ahead and added all the lights, decals and the objects etc. (still got cubemaps to add only got a few there)
So the lot is done, compiled it, and went to run it and it crashed during the loading stage, and went back to desktop with no error msg. Tryd another map it it was ok so its not hl2 etc, its something to do with my map.

Heres the complile spam.

** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\program files\valve\steam\steamapps\email\sourcesdk\launcher\materials
Loading C:\Documents and Settings\Tizz\Desktop\map2\map4.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 (1)
**** leaked ****
Entity info_player_deathmatch (-1776.36 -915.70 191.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, -108.5)
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 (612.0, 1024.0, -108.5)
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 (100.0, 1024.0, 256.0)
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 (612.0, 1024.0, 256.0)
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 (100.0, 1024.0, 451.5)
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 (612.0, 1024.0, 451.5)
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, 2048.0, 87.0)
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 (1024.0, 1536.0, 87.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (350537 bytes)
Building Physics collision data...
done (0) (350537 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Documents and Settings\Tizz\Desktop\map2\map4.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\documents and settings\tizz\desktop\map2\map4.bsp
reading c:\documents and settings\tizz\desktop\map2\map4.prt
LoadPortals: couldn't read c:\documents and settings\tizz\desktop\map2\map4.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']

Loading c:\documents and settings\tizz\desktop\map2\map4.bsp
No vis information, direct lighting only.
7088 faces
4 degenerate faces
510935 square feet [73574752.00 square inches]
0 displacements
0 square feet [0.00 square inches]
130 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (294)
Build Patch/Sample Hash Table(s).....Done<0.0544 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2/1024 96/49152 ( 0.2%)
brushes 900/8192 10800/98304 (11.0%)
brushsides 6807/65536 54456/524288 (10.4%)
planes 4172/65536 83440/1310720 ( 6.4%)
vertexes 10522/65536 126264/786432 (16.1%)
nodes 4310/65536 137920/2097152 ( 6.6%)
texinfos 2255/12288 162360/884736 (18.4%)
texdata 129/2048 4128/65536 ( 6.3%)
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 7088/65536 396928/3670016 (10.8%)
origfaces 3287/65536 184072/3670016 ( 5.0%)
leaves 4313/65536 241528/3670016 ( 6.6%)
leaffaces 8406/65536 16812/131072 (12.8%)
leafbrushes 2209/65536 4418/131072 ( 3.4%)
surfedges 47280/512000 189120/2048000 ( 9.2%)
edges 26530/256000 106120/1024000 (10.4%)
worldlights 130/8192 11440/720896 ( 1.6%)
waterstrips 574/32768 5740/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9105/65536 18210/131072 (13.9%)
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3038904/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 173369/393216 (44.1%)
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] 1/21028 ( 0.0%)
pakfile [variable] 178980/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 350537/4194304 ( 8.4%)
==== Total Win32 BSP file data space used: 5495884 bytes ====

Linux Specific Data:
physicssurface [variable] 350537/6291456 ( 5.6%)
==== Total Linux BSP file data space used: 5495884 bytes ====

Total triangle count: 19769
Writing c:\documents and settings\tizz\desktop\map2\map4.bsp
4 minutes, 58 seconds elapsed


Extra notes:
The leek i no about ill take care of that, its causing one light not to work well was when i could get the map to run

Theres alot of wired content solid parts which i think is to do with some of the geometry being a bit (bo selecta craig david face.. u know ) anyway im not noticings anything different in this compile info that wasnt there before it stoped working.

any help would be excelent. thanks for ur time. Tizz
p.s. soz for bad spelling im 19 not 9, im just s**it at spelling. cya
 
there seems to be a hole in the outer walls. load the pointfile and see where it leads to.
check out that there are no props outside the outer walls!
 
**** leaked ****

That's your first problem.

By the sounds of it, your portals aren't combobulating, or something.

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

There's one answer to your other problems.

-Angry Lawyer
 
Furthermore, check to make sure that you don't have any brushes that enter or pass through the brushes that make up your skybox. This will produce some of your errors displayed in the compile log. If all else fails, delete your skybox and create a new one, making sure that nothing passes into or through it.

Good luck.
 
thank you all. SO FAR

fixed the leek above, Im on my 5 leek fix atm and compiling atm.

I have no sky box so theres no probs there, um i dont no what
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

ive had them since the start though, and it hasent caused the game to crash mid laoding the map before.
 
ok i think i got the last of the leeks, it did take 5 mins to compile each time, and now its been going for 20 and still chugging, i cant see where abouts it is in compiling but i presume its doing the lights... lol during typing this, the alarm went off cos my cpu overheated and hit 70, first time its ever done that, noraml idels at 40, full load its 50 . dosent help when ive had the heating on all day and its blody boiling in here. So had to end process its ass, and ill complile again when it gets cooler , prob be around 11, and prob take an hour to compile.. :( i hope it runs.

Anyway the map is set on a ship in space ooo :D , its rly run down and didgy, kinda how the ships where iin the matrix all crapy metal surfaces etc, none of ur star trek style. the ship is a rebel ship with some combine tech, like consoles etc all intergrated in. theres a large cockpit area, a tunnel to a large 2 story main hall, then it splits off to 3 storys, all with didgy liighting to give a good atmosfear and the layout will hopfully give good gameplay. i hope to be able to post ingame screens tonight/tomoz if i get it working. anyway gonna go make my bed and try again at 11.
 
load the pointfile...That will give you a red line showing where blocks dont line up and if leaks are present...

Also...ARGH!!!!! I've also been working on a spaceship map.......
Thought i was doing well with that idea....well now im quite pissed (and not in a good way).
 
yeah ive got all the leeks with the point file. soz to hear ur pissed off :( sowwwy, ive been playin cs for the last 2 hours so havent complied it again yet, if i get it working tomoz ill post screens and u can see what mine looks like etc. be funny if ours look the same.. kinda scarry too.
 
Ok i finished compiling it, took 50 odd mins x(, anyway IT STILL DOSENT WORK :( i load hl2dm, go to load it and it crashes to desktop.. no idea why :(



** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"

Valve Software - vbsp.exe (Dec 15 2004)

2 threads
materialPath: c:\program files\valve\steam\steamapps\email\sourcesdk\launcher\materials
Loading C:\Documents and Settings\Tizz\Desktop\map2\map4.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 (1)
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...
Merged 96 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Tizz\Desktop\map2\map4.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) (354620 bytes)
Building Physics collision data...
done (0) (354620 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Documents and Settings\Tizz\Desktop\map2\map4.bsp
12 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\documents and settings\tizz\desktop\map2\map4.bsp
reading c:\documents and settings\tizz\desktop\map2\map4.prt
1803 portalclusters
5480 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (10)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2859)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 5305 visible clusters (0.00%)
Total clusters visible: 517508
Average clusters visible: 287
Building PAS...
Average clusters audible: 984
visdatasize:470859 compressed from 836592
writing c:\documents and settings\tizz\desktop\map2\map4.bsp
47 minutes, 49 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']

Loading c:\documents and settings\tizz\desktop\map2\map4.bsp
5623 faces
4 degenerate faces
249367 square feet [35908892.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5619 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
36189 patches after subdivision
130 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (96)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (40)
transfers 1309930, max 255
transfer lists: 10.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(49683, 49588, 43478)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(7162, 6432, 5084)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1168, 1069, 852)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(226, 212, 168)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(47, 46, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(11, 11, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0358 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2/1024 96/49152 ( 0.2%)
brushes 911/8192 10932/98304 (11.1%)
brushsides 6870/65536 54960/524288 (10.5%)
planes 4426/65536 88520/1310720 ( 6.8%)
vertexes 11597/65536 139164/786432 (17.7%)
nodes 3408/65536 109056/2097152 ( 5.2%)
texinfos 2569/12288 184968/884736 (20.9%)
texdata 276/2048 8832/65536 (13.5%)
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 5623/65536 314888/3670016 ( 8.6%)
origfaces 2751/65536 154056/3670016 ( 4.2%)
leaves 3411/65536 191016/3670016 ( 5.2%)
leaffaces 6695/65536 13390/131072 (10.2%)
leafbrushes 2729/65536 5458/131072 ( 4.2%)
surfedges 38330/512000 153320/2048000 ( 7.5%)
edges 22054/256000 88216/1024000 ( 8.6%)
worldlights 130/8192 11440/720896 ( 1.6%)
waterstrips 514/32768 5140/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8100/65536 16200/131072 (12.4%)
cubemapsamples 81/1024 1296/16384 ( 7.9%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2010844/0 ( 0.0%)
visdata [variable] 470859/16777216 ( 2.8%)
entdata [variable] 173368/393216 (44.1%)
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] 1/20942 ( 0.0%)
pakfile [variable] 842175/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 354620/4194304 ( 8.5%)
==== Total Win32 BSP file data space used: 5402816 bytes ====

Linux Specific Data:
physicssurface [variable] 354620/6291456 ( 5.6%)

==== Total Linux BSP file data space used: 5402816 bytes ====

Total triangle count: 15891
Writing c:\documents and settings\tizz\desktop\map2\map4.bsp
2 minutes, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Tizz\Desktop\map2\map4.bsp" "c:\program files\valve\steam\steamapps\email\half-life 2 deathmatch\hl2mp\maps\map4.bsp"


Ok this is so diff to before, 1. fixed the leek, 2. fixed all those content solid erorrs, now i have some nice new ones, like

WARNING: Cluster portals saw into cluster - i found a thread on this saying that if i turn some geometry to func_brushes it solve it i think, not sure how i do that but ill find out.

zero area child patch -- no idea what that is..

and i dont no why it crashes to desktop when i try and load it? maby because of this, theres to many brushes maby, gone over the limtis of the engine?? i

Help please. thanks for ur time Tizz
 
I've gotten errors like this from some func_physbox brushes which, so I think your problem is still bad brushes, but not necessarily world brushes. Bad brushes arise from rotating or flipping brushes and editing the vertices. So always do a fast vis when messing with your brushes this way.
 
I had a problem where my map would cause hl2 to crash to desktop after going through all the console stuff. I went back and deleted my glass and env_cubemaps and redid them and it worked after that.

Also might want to check that WARNING: Cluster portals saw into cluster error
 
FIXED
after hours of pain..pure pain ive fixed it so it dosent crash on load. the poblem i hear u cry.. in my head... cos thats where u all live. well the problem was to do with me working on it at to 6am and doing some wires, and i managed to perent the entity to itsself.. sigh such an idiot.

I found this out by selecting each main area on the map and making a new map , and pasting it, if it ran i knew that area was fine, when i found the area that was faulty cos it wouldent load, i used the good old trail and error of deleting things, compile , test, untill i found the fault.

anyway its fixed im now compiling the hole map, if it works, ill test and adjust, have myself a pasty and a cup of tea and then post some screens of it, probably have a play test later aswell for a bit. laters and thanks for your help and comments.

Tizz.
 
lookin forward to seeing and playing it...and yes it will be extremely scary if ours look alike...
 
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