portal overload
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Quote
Re: portal overload
Posted by sevendaystudios on Mon Dec 20th at 3:34pm 2004


i am trying to build a map for counter strike and am have some difficulty. When i try to run the map, it crashes when its half way through loading. So i looked at the error messages and it said "The map overflows the max portal count (94909 of max 32768)!" If anyone knows how to fix this and what a portal is that would be great. please help me. Thanks




Quote
Re: portal overload
Posted by Tracer Bullet on Mon Dec 20th at 6:26pm 2004


Basically, I think the game is telling you that you have too many small detailed objects as world brushes. A portal is the boundary between to adjacent vis-leaves (I think) hence, the more complex your vis-blocking geometry, the more leaves and portals you get. Did this map take a very long time to compile in Vvis?

Make every small detailed brush you have in the level a func_detail, and your problem will likely be solved. For more detailed information, you should have a look at this article:

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html

[addsig]




Quote
Re: portal overload
Posted by sevendaystudios on Tue Dec 21st at 4:00pm 2004


Thanks man. That site is really helpful. I don't know what i did but that error is gone. I now have a few other errors but their not a big deal. It took me about an hour to compile last time which is weird because it usually only takes me 3 minutes. I don't know why but if i try to run the bsp file in the game (counter strike) it loads like 2 bars and then the game just quits. No error message. I'm assuming it is because im not done with the map. But i don't know since this is my first time near a map editor. If you have any thoughts on this id love to hear them.



Quote
Re: portal overload
Posted by Tracer Bullet on Tue Dec 21st at 5:08pm 2004


The game should not be quitting on you. Post another thread with each individual compile error, or better yet, look them up here first: http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=129

There really aren't any errors that you can safely ignore.

[addsig]




Quote
Re: portal overload
Posted by fishy on Tue Dec 21st at 5:56pm 2004


using -dev in a HL1 command line let you run a map with some errors that would normally leave you looking at your desktop, and would print the errors to the console. i don't know if HL2 would do the same, but it could be worth a shot. [addsig]



Quote
Re: portal overload
Posted by sevendaystudios on Tue Dec 21st at 10:33pm 2004


Well I went there and i found most of the errors and there explanations. But just incase i am going to post the complete log because i most likely ovelooked something. So here it is and if you see an error if you could point it out to me and or tell me how to fix i would much appreciate it.


** Executing...
** Command: Change Directory
** Parameters: "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdk"


** Executing...
** Command: Copy File
** Parameters: "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.vmf" "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.vmf"


** Executing...
** Command: "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkbinvbsp.exe"
** Parameters: -game "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_content" "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmaterials
Loading G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.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 (87)
**** leaked ****
Entity light_environment (-10620.00 -675.00 1699.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0, 7680.0, 2793.0)
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 (-7680.0, 8192.0, 2793.0)
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 (-8704.0, 8192.0, 2793.0)
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 (-6390.0, 6144.0, 2793.0)
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 (-6902.0, 6144.0, 2793.0)
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 (-6144.0, 5632.0, 3110.0)
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 (-6144.0, 5632.0, -281.0)
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 (-7168.0, 6656.0, 2793.0)
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 (3)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (25)
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 (31) (1106467 bytes)
Building Physics collision data...
done (31) (1106467 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.bsp
3 minutes, 21 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkbinvvis.exe"
** Parameters: -game "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_content" "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading g:program filesvalvesteamsteamappssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.bsp
reading g:program filesvalvesteamsteamappssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.prt
LoadPortals: couldn't read g:program filesvalvesteamsteamappssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.prt


** Executing...
** Command: "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkbinvrad.exe"
** Parameters: -game "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_content" "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard"

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

Loading g:program filesvalvesteamsteamappssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.bsp
No vis information, direct lighting only.
42461 faces
246 degenerate faces
14351479 square feet [2066612992.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3398)
Build Patch/Sample Hash Table(s).....Done<76.6302 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (173)
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 7/1024 336/49152 ( 0.7%)
brushes 383/8192 4596/98304 ( 4.7%)
brushsides 26246/65536 209968/524288 (40.0%)
planes 45720/65536 914400/1310720 (69.8%)
vertexes 59687/65536 716244/786432 (91.1%) VERY FULL!
nodes 34072/65536 1090304/2097152 (52.0%)
texinfos 539/12288 38808/884736 ( 4.4%)
texdata 11/2048 352/65536 ( 0.5%)
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 42461/65536 2377816/3670016 (64.8%)
origfaces 12496/65536 699776/3670016 (19.1%)
leaves 34080/65536 1908480/3670016 (52.0%)
leaffaces 46324/65536 92648/131072 (70.7%)
leafbrushes 10038/65536 20076/131072 (15.3%)
surfedges 265621/512000 1062484/2048000 (51.9%)
edges 136083/256000 544332/1024000 (53.2%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 1947/32768 19470/327680 ( 5.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 28359/65536 56718/131072 (43.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 22244552/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8013/393216 ( 2.0%)
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] 19985/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1106467/4194304 (26.4%)
==== Total Win32 BSP file data space used: 33136003 bytes ====

Linux Specific Data:
physicssurface [variable] 1106467/6291456 (17.6%)
==== Total Linux BSP file data space used: 33136003 bytes ====

Total triangle count: 117948
Writing g:program filesvalvesteamsteamappssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.bsp
1 hour, 2 minutes, 7 seconds elapsed

Thanks again----- sevendaystudios





Quote
Re: portal overload
Posted by Joe-Bob on Tue Dec 21st at 10:39pm 2004


**** leaked ****
Entity light_environment (-10620.00 -675.00 1699.00) leaked!

There's your problem. VIS can't run because of the leak, and your map overflows because VIS didn't divide it up.

http://www.valve-erc.com/srcsdk/Levels/leaks.html




Quote
Re: portal overload
Posted by ReNo on Tue Dec 21st at 11:13pm 2004


I'm trying to fix up a map of a mate's but unfortunately it has the same problem. The compile log claims there is a leak but doesn't name an entity nor generate a pointfile It also gives lots of these FindPortalSide errors, and apparently they were there prior to the leak...
[addsig]




Quote
Re: portal overload
Posted by omegaslayer on Wed Dec 22nd at 12:50am 2004


? quote:
I'm trying to fix up a map of a mate's but unfortunately it has the same problem. The compile log claims there is a leak but doesn't name an entity nor generate a pointfile It also gives lots of these FindPortalSide errors, and apparently they were there prior to the leak...

Could be that the leak was caused by an incomplete area portal (if you have any)
[addsig]




Quote
Re: portal overload
Posted by ReNo on Wed Dec 22nd at 1:07am 2004


Nah no area portals in the level. I apparently cleared up the error just by cleaning up some of his brushwork.
[addsig]




Quote
Re: portal overload
Posted by sevendaystudios on Wed Dec 22nd at 6:59pm 2004


Ok. I have gotten rid of the leak. I think. But i now get other errors. Below is the log and if you could help me more that would be great.


** Executing...
** Command: "g:program filesvalvesteamsteamappssevendaystudiossourcesdkbinvbsp.exe"
** Parameters: -game "g:program filesvalvesteamsteamappssevendaystudioscounter-strike sourcecstrike" "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: g:program filesvalvesteamsteamappssevendaystudioscounter-strike sourcecstrikematerials
Loading G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.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 (85)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10847.2, -704.8, 1147.6)
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10837.3, -702.6, 1146.
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10834.8, -704.6, 1146.
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10835.8, -706.7, 1147.4)
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10847.8, -701.5, 1146.6)
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10832.2, -712.8, 1146.
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10834.3, -713.6, 1147.5)
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: Brush 39926:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10838.2, -701.8, 1146.7)
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: Brush 39926:

*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (59)
Processing areas...done (1)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (22)
writing G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.prt...numvertexes == MAX_MAP_VERTS

** Executing...
** Command: Copy File
** Parameters: "G:Program FilesValveSteamSteamAppssevendaystudiossourcesdkcstrike_sample_contentmapschessboard.bsp" "g:program filesvalvesteamsteamappssevendaystudioscounter-strike sourcecstrikemapschessboard.bsp"

---sevendaystudios





Quote
Re: portal overload
Posted by omegaslayer on Thu Dec 23rd at 2:05am 2004


You could still have a "area portal leak" read about it in my new tut . Or if you have some complicated brush work, delete it and re-work it from scratch.
[addsig]




Quote
Re: portal overload
Posted by G.Ballblue on Thu Dec 23rd at 2:33am 2004


? quoting fishy
using -dev in a HL1 command line let you run a map with some errors that would normally leave you looking at your desktop, and would print the errors to the console. i don't know if HL2 would do the same, but it could be worth a shot.

For an interesting note fish, one way to get around the horrendous "alloc_bloc_full" errors in HL1 was to switch your video mode to software. I won't go into detail -- quite interesting though O_o

[addsig]




Quote
Re: portal overload
Posted by sevendaystudios on Thu Dec 30th at 5:32pm 2004


Well now i think i have gotten rid of all of the "findportalside" errors and all of the other ones too. I also ran it using the -Dev command but the map still wont load. It still stops loading after 2 bars and quits with no error message. I will post my compile log when i get the chance. If anyone could help that would be great.





Quote
Re: portal overload
Posted by Guessmyname on Thu Dec 30th at 7:35pm 2004


find portal side blah de blah,
CONTENTS SOLID blah blah blah is a leak




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Re: portal overload
Posted by DrGlass on Thu Dec 30th at 9:07pm 2004


I had the same problem with the "CONTENTS_SOLID" error. Only when I loaded my map the surface water would not draw (but you could still jump into it and look up through the water)

I wasn't able to fix this, but do you have an massive brush work, like a large floor?





Quote
Re: portal overload
Posted by sevendaystudios on Fri Dec 31st at 4:02am 2004


Alright i wasnt gonna tell anyone what my map was or is trying to be. But i think that it may help u know better what the problem is which would in the end help me and anyone else with this problem. My map is basically a giant chessboard. Each of the little squares are individual brushes and under the board is a larger brush giving the impression of a table texture. On that brush are a few fallen pieces. On the board every piece is there. There are ramps connecting a few pieces and ladders on others. I built all of the pieces myself (which may be the problem). I have walls all around the whole thing so as to seal the level. I also have a skybox... i was unsure if it was necessary so i put it in anyway. Once steam has completed updating i will post a picture or two so maybe u will get a better idea of what i am doing rite and wrong. Any help will be gladly appreciated.



Quote
Re: portal overload
Posted by sevendaystudios on Fri Dec 31st at 4:54am 2004


Well for some reason i cant paste a picture here i dunno if im dumb or what but if u want to see some pics if u could let me know if and how to paste a picture here (the copy and paste doesnt work). Thanks

--sevendaystudios





Quote
Re: portal overload
Posted by sevendaystudios on Tue Jan 11th at 7:31pm 2005


Alright. Well i am making changes and am probably going to have to remake the chess pieces. I am still having the problem with it quiting after loading part way. I will update this when i know more. If anyone has any thoughts please share them.

-- sevendaystudios

----All you need to decide is what to do with the time that is given to you.----






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