Plz help me!

  • Thread starter Thread starter _Shyguy_
  • Start date Start date
S

_Shyguy_

Guest
I´m mapping for the first time and need some help!

When I compile i get this:

Code:
** Executing...
** Command: "c:\program\valve\steam\steamapps\shyguy\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2mp" "C:\Program\Valve\Steam\SteamApps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program\Valve\Steam\SteamApps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.vmf
Brush 2061: bounds out of range
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_rebel (-721.85 -486.02 481.05) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0, 1334.0, -13.6)
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 (-2048.0, 1334.0, 506.0)
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 (-2048.0, 1846.0, 492.4)
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, 2048.0, 492.4)
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 (-3584.0, 2048.0, 492.4)
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 (-4608.0, 2048.0, 492.4)
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 (-5632.0, 2048.0, 492.4)
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 (-6656.0, 2048.0, 492.4)
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)
FixTjuncs...
PruneNodes...
WriteBSP...
HashVec: point outside valid range

** Executing...
** Command: "c:\program\valve\steam\steamapps\shyguy\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2mp" "C:\Program\Valve\Steam\SteamApps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program\valve\steam\steamapps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.bsp
reading c:\program\valve\steam\steamapps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.prt
LoadPortals: couldn't read c:\program\valve\steam\steamapps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.prt


** Executing...
** Command: "c:\program\valve\steam\steamapps\shyguy\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2mp" "C:\Program\Valve\Steam\SteamApps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program\valve\steam\steamapps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.bsp
No vis information, direct lighting only.
193 faces
152581 square feet [21971746.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0182 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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                   3/1024          144/49152    ( 0.3%) 
brushes                 66/8192          792/98304    ( 0.8%) 
brushsides             475/65536        3800/524288   ( 0.7%) 
planes                 510/65536       10200/1310720  ( 0.8%) 
vertexes               253/65536        3036/786432   ( 0.4%) 
nodes                  150/65536        4800/2097152  ( 0.2%) 
texinfos               117/12288        8424/884736   ( 1.0%) 
texdata                 17/2048          544/65536    ( 0.8%) 
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                  193/65536       10808/3670016  ( 0.3%) 
origfaces                9/65536         504/3670016  ( 0.0%) 
leaves                 154/65536        8624/3670016  ( 0.2%) 
leaffaces              193/65536         386/131072   ( 0.3%) 
leafbrushes             17/65536          34/131072   ( 0.0%) 
surfedges              896/512000       3584/2048000  ( 0.2%) 
edges                  457/256000       1828/1024000  ( 0.2%) 
worldlights              0/8192            0/720896   ( 0.0%) 
waterstrips             12/32768         120/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           144/65536         288/131072   ( 0.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]      386988/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        4170/393216   ( 1.1%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]       19991/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]        1749/4194304  ( 0.0%) 
==== Total Win32 BSP file data space used: 470816 bytes ====

Linux Specific Data:
physicssurface        [variable]        1749/6291456  ( 0.0%) 
==== Total Linux BSP file data space used: 470816 bytes ====

Total triangle count: 472
Writing c:\program\valve\steam\steamapps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program\Valve\Steam\SteamApps\shyguy\sourcesdk_content\hl2mp\mapsrc\dm_warehouse.bsp" "c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2mp\maps\dm_warehouse.bsp"


** Executing...
** Command: "c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program\valve\steam\steamapps\shyguy\half-life 2 deathmatch\hl2mp" -console +map "dm_warehouse"



And when try to run the map i get this in the console:
Code:
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

Help me plz!
 
Do you have anything close to the edge of Hammer's grid?
 
How about invalid brushes? (Alt-P, your Check for Problems in Hammer, can usually find these.)
 
no... dont think so... When i check hammer finds problems with some breakable glass, but i deleted it and it still wont work... :(
 
- One of the player spawn is (partially) outside the map causing a leak
- invalid areaportals (wild guess)

something is actually extending outside of the maximum map size...
I'd check everything in my map, entities, brushes, lights, etc.

otherwise, send the hammer file to [email protected] and I'll have a look at it...
 
That would be great.. But i´ll check into the player spawns first.
 
just to stress this because I cant stress it enough, make sure you dont have any transparent textures on a brush that is part of the hull of your map. This happens too often and people have no clue why its leaking.
Lighting escapes through transparent textures just to give a quick explanation.
And about the extents thing, this was common in HL1 mapping.
It has to do with vertex manipulation normally, just make sure you dont have any invalid brushes.
Geronimous will help you with your map im sure
 
I have checked what I can.. I´m probably just too noobish too find it... Um could you plz pm me your mail Geronimous?? Thx in advance!
 
So, did he have something too close to the edge of the grid or what?
 
The problem in the end was an
invalid brush that was not detected by ALT+P. Besides troubleshooting
I noticed some other things and fixed up some of those. eg. a ladder texture from HalfLife1
 
Back
Top