Need to find 2 tuts

UK_Karlos

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I need 2 in depth tutorials.

1. I need one to explain what portalclusters and numportals are and how to optimize them.

2. How to use areaportals. Every time i try to use them my game dosnt compile and i get this throughout the compile log

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1208.5, 1024.0, -7.0)
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:

The portal is located in a door. which is linked (not parented) to the door.
 
That looks like a leak to me.

Post entire log instead.
 
There carnt be because if i want a quick compile (but leave the settings on normal), i just create a skybox around my whole level.

But here's the Log...
materialPath: g:\program files (x86)\steam\steamapps\karlos_58\half-life 2 episode one\episodic\materials
Loading G:\Program Files (x86)\Steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1062.0, 1024.0, -7.0)
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 (1039.5, 1024.0, -7.0)
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 (1208.5, 1024.0, -7.0)
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 (1698.0, 1024.0, -7.0)
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 (1349.5, 1024.0, 144.0)
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 (1700.5, 1024.0, 144.0)
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 (1185.0, 1024.0, 144.0)
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 (1339.0, 1024.0, 317.5)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...
Brush 15425: areaportal brush doesn't touch two areas

Brush 15457: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_02rt"
Can't load skybox file skybox/sky_day02_02 to build the default cubemap!
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 (0) (381174 bytes)
Static prop models/props_foliage/shrub_01a.mdl outside the map (-23.00, -148.00, 35.00)
Static prop models/props_foliage/bramble001a.mdl outside the map (-156.00, -249.00, 35.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 877 texinfos to 465
Reduced 103 texdatas to 80 (3752 bytes to 3047)
Writing G:\Program Files (x86)\Steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.bsp
3 seconds elapsed



2 threads
reading g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.bsp
reading g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.prt
LoadPortals: couldn't read g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.prt



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.bsp
No vis information, direct lighting only.
3159 faces
49612 square feet [7144145.00 square inches]
3 displacements
6461 square feet [930403.94 square inches]
16 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0056 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 231/1024 11088/49152 (22.6%)
brushes 906/8192 10872/98304 (11.1%)
brushsides 5582/65536 44656/524288 ( 8.5%)
planes 1548/65536 30960/1310720 ( 2.4%)
vertexes 6847/65536 82164/786432 (10.4%)
nodes 3044/65536 97408/2097152 ( 4.6%)
texinfos 465/12288 33480/884736 ( 3.8%)
texdata 80/2048 2560/65536 ( 3.9%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 16112/0 16112/0 ( 0.0%)
faces 3159/65536 176904/3670016 ( 4.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2209/65536 123704/3670016 ( 3.4%)
leaves 3276/65536 104832/2097152 ( 5.0%)
leaffaces 3348/65536 6696/131072 ( 5.1%)
leafbrushes 1379/65536 2758/131072 ( 2.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 24437/512000 97748/2048000 ( 4.8%)
edges 16449/256000 65796/1024000 ( 6.4%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 245/32768 2450/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6447/65536 12894/131072 ( 9.8%)
cubemapsamples 24/1024 384/16384 ( 2.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 596928/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 162628/393216 (41.4%)
LDR leaf ambient 3276/65536 78624/1572864 ( 5.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 12/0 144/0 ( 0.0%)
occluder vert ind 48/0 192/0 ( 0.0%)
detail props [variable] 1/9480 ( 0.0%)
dtl prp lght [variable] 1/889 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3480 ( 0.0%)
pakfile [variable] 273694/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 381174/4194304 ( 9.1%)
==== Total Win32 BSP file data space used: 2424522 bytes ====

Total triangle count: 9280
Writing g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.bsp
18 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.bsp
No vis information, direct lighting only.
3159 faces
49612 square feet [7144145.00 square inches]
3 displacements
6461 square feet [930403.94 square inches]
16 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<-0.0110 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 231/1024 11088/49152 (22.6%)
brushes 906/8192 10872/98304 (11.1%)
brushsides 5582/65536 44656/524288 ( 8.5%)
planes 1548/65536 30960/1310720 ( 2.4%)
vertexes 6847/65536 82164/786432 (10.4%)
nodes 3044/65536 97408/2097152 ( 4.6%)
texinfos 465/12288 33480/884736 ( 3.8%)
texdata 80/2048 2560/65536 ( 3.9%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 16112/0 16112/0 ( 0.0%)
faces 3159/65536 176904/3670016 ( 4.8%)
hdr faces 3159/65536 176904/3670016 ( 4.8%)
origfaces 2209/65536 123704/3670016 ( 3.4%)
leaves 3276/65536 104832/2097152 ( 5.0%)
leaffaces 3348/65536 6696/131072 ( 5.1%)
leafbrushes 1379/65536 2758/131072 ( 2.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 24437/512000 97748/2048000 ( 4.8%)
edges 16449/256000 65796/1024000 ( 6.4%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 16/8192 1408/720896 ( 0.2%)
waterstrips 245/32768 2450/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6447/65536 12894/131072 ( 9.8%)
cubemapsamples 24/1024 384/16384 ( 2.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 596928/0 ( 0.0%)
HDR lightdata [variable] 596928/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 162628/393216 (41.4%)
LDR leaf ambient 3276/65536 78624/1572864 ( 5.0%)
HDR leaf ambient 3276/65536 78624/1572864 ( 5.0%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 12/0 144/0 ( 0.0%)
occluder vert ind 48/0 192/0 ( 0.0%)
detail props [variable] 1/9480 ( 0.0%)
dtl prp lght [variable] 1/889 ( 0.1%)
HDR dtl prp lght [variable] 1/889 ( 0.1%)
static props [variable] 1/3480 ( 0.0%)
pakfile [variable] 273694/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 381174/4194304 ( 9.1%)
==== Total Win32 BSP file data space used: 3278386 bytes ====

Total triangle count: 9280
Writing g:\program files (x86)\steam\steamapps\karlos_58\sourcesdk_content\hl2\my maps\Hospital.bsp
18 seconds elapsed
 
Brush 15425: areaportal brush doesn't touch two areas

Brush 15457: areaportal brush doesn't touch two areas

Interlopers.net has this to say on this error.

The affected object may not work and/or cause general errors

Description:
One of your areaportals touches either too many, or to few areas. Possible causes are:
-areaportals touching/intersecting each other (this causes them to touch more than two areas)
-areaportals that dont seal an area ( you can move from one side of the areaportal to the other side, without crossing world geometry or other areaportals). This is also regared as a leak.

Solution:
The fix would be to move your areaportal(s) around so the above situations don't occur. You may need to read up on the usage of areaportals if you do not understand the problem. I suggest you find your areaportals using it's brushnumber

technically, you do have a leak...

Use brush numbers to find those portals and then try to alter them so that they work.
 
I found it. The areaportal is touching 4 brushes (2 walls, ceiling, floor) all solid brushes none are are func_detail. And yet it says theres an error.. Im just going to delete them..
 
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