Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 12:21am 2005
Does the teture name have "models/texturename" in it? Cant use model
textures on brushes. Only other reason I can think of is there is a
leak in your level. BTW is that on full bright, or is that light
comming form an entity?
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omegaslayer
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Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 12:39am 2005
does it say ****leaked**** in the compile log? Also try a alt-p "check
for problems" while you are in hammer to see if there is something
messed up about that texture aplication.
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omegaslayer
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Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 1:08am 2005
post your compile log and well see where we can go from there....
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omegaslayer
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Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 1:25am 2005
Thanks in advance!
** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchsourcesdkbinvbsp.exe"
** Parameters: -game "f:program
filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike"
"F:Program
FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrikematerials
Loading F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (-512.00 1397.00 133.27) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 1024.0, 47.0)
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 (1024.0, 1421.0, -145.0)
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 (1024.0, 1421.0, -175.5)
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 (1024.0, 1193.0, -134.0)
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 (1024.0, 1590.0, -134.0)
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 (1024.0, 1933.0, -164.5)
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 (1024.0, 1193.0, -73.5)
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 (1024.0, 1590.0, -73.5)
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...done (0)
Building Faces...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...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (298121 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (687231 bytes)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-766.00, 1470.00, 120.00)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-512.00, 1470.00, 120.00)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-512.00, 1737.00, 119.00)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-257.00, 1736.00, 119.00)
Static prop models/props_lab/lab_flourescentlight001b.mdl outside the map (-650.58, 1602.08, 63.00)
Static prop models/props_lab/lab_flourescentlight001a.mdl outside the map (-643.81, 1549.00, 21.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchsourcesdkbinvvis.exe"
** Parameters: -game "f:program
filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike"
"F:Program
FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
reading f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.prt
LoadPortals: couldn't read f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.prt
** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchsourcesdkbinvrad.exe"
** Parameters: -game "f:program
filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike"
"F:Program
FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot"
Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
No vis information, direct lighting only.
2477 faces
6 degenerate faces
145154 square feet [20902184.00 square inches]
5 displacements
5655 square feet [814363.75 square inches]
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)
Build Patch/Sample Hash Table(s).....Done<0.0262 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
5/1024
240/49152 ( 0.5%)
brushes
359/8192
4308/98304 ( 4.4%)
brushsides
2951/65536 23608/524288
( 4.5%)
planes
2698/65536 53960/1310720 (
4.1%)
vertexes
4582/65536 54984/786432
( 7.0%)
nodes
2008/65536 64256/2097152 (
3.1%)
texinfos
653/12288 47016/884736
( 5.3%)
texdata
34/2048
1088/65536 ( 1.7%)
dispinfos
5/0
880/0 ( 0.0%)
disp_verts
1445/0
28900/0 ( 0.0%)
disp_tris
2560/0
5120/0 ( 0.0%)
disp_lmsamples
1151/0
1151/0 ( 0.0%)
faces
2477/65536 138712/3670016 ( 3.8%)
origfaces
1038/65536 58128/3670016 (
1.6%)
leaves
2014/65536 112784/3670016 ( 3.1%)
leaffaces
2936/65536
5872/131072 ( 4.5%)
leafbrushes
1383/65536
2766/131072 ( 2.1%)
surfedges
16254/512000 65016/2048000 ( 3.2%)
edges
9112/256000 36448/1024000 ( 3.6%)
worldlights
15/8192
1320/720896 ( 0.2%)
waterstrips
244/32768
2440/327680 ( 0.7%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
3783/65536
7566/131072 ( 5.8%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
1465744/0 ( 0.0%)
visdata
[variable]
0/16777216 ( 0.0%)
entdata
[variable] 12868/393216
( 3.3%)
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]
1/7382 ( 0.0%)
pakfile
[variable]
19995/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 298121/4194304 ( 7.1%)
==== Total Win32 BSP file data space used: 2513293 bytes ====
Linux Specific Data:
physicssurface [variable] 687231/6291456 (10.9%)
==== Total Linux BSP file data space used: 2902403 bytes ====
Total triangle count: 7074
Writing f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
1 minute, 11 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:Program
FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp"
"f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike
sourcecstrikemapsOld_Depot.bsp"
** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcehl2.exe"
** Parameters: -game "f:program
filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike"
-dev -console +sv_lan 1 +map "Old_Depot"
DocBadwrench
member
42 posts
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Registered: Jan 17th 2005
Location: USA
Occupation: Administrative
Re: My Weirdo Blackened Textures
Posted by rs6 on Mon Jan 24th at 2:20am 2005
Fix the leak you have first then see if the textures still look liek that.
[addsig]

rs6
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Registered: Dec 31st 2004
Location: New Jersey, USA
Occupation: koledge
Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 3:42am 2005
Thanks again. I am trying to figure out just how to find the
leaks that I have. Any further suggestions? I've thought of just
boxing in my hallway, as an interim solution, but even that did not
correct my leak issues. I intend to just recreate the hallway,
taking better care to insert it this time.
I think my problem arose because I made a few modifications to a
hallway that I "turned". Having many brushes, I suspect it didn't
like my angular creation and so I created holes.
Are the buggy end-results of leaks directly related to how close they
are? In other words, do I investigate the area of the problems,
or check the whole level?
Thanks in advance
DocBadwrench
member
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Registered: Jan 17th 2005
Location: USA
Occupation: Administrative
Re: My Weirdo Blackened Textures
Posted by TeamWolfguard on Mon Jan 24th at 4:02am 2005
map - load pointfile
follow the red line.
fix leak where red line passes between 2 places. If its going through a wall delete the wall and remake it.
unload pointfile
recompile with bsp only
map - load pointfile
follow the red line.
fix leak where red line passes between 2 places. If its going through a wall delete the wall and remake it.
unload pointfile
recompile with bsp only
map - load pointfile
follow the red line.
fix leak where red line passes between 2 places. If its going through a wall delete the wall and remake it.
unload pointfile
recompile with bsp only....
continue to do this till madness ensues and your rocking in the corner
chanting "the leaks wont stop, we are going to sink to the bottom!!!!"
or there is no longer a pointfile with your maps name.
TeamWolfguard
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Registered: Jan 18th 2005
Location: USA
Occupation: Network Administrator
Re: My Weirdo Blackened Textures
Posted by ReNo on Mon Jan 24th at 4:03am 2005
The distance from a leak should have no effect on anything, nor
does the number of them. If you have a single leak it will have all the
same symptoms as having hundreds. In other words, you need to fix every
last one - an unsealed map is a map with a bug.
[addsig]

ReNo
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Location: Scotland
Occupation: Level Designer
Re: My Weirdo Blackened Textures
Posted by mazemaster on Mon Jan 24th at 5:15am 2005
If its not the leak, then are you using prop textures on world geometry? That can do all sorts of strange things.
[addsig]

mazemaster
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