My Missing Entity
Post Reply
Quote
Re: My Missing Entity
Posted by DocBadwrench on Mon Jan 24th at 12:28am 2005


Okay, so I have a prop that just refuses to render. The actual light that it emits: no problem (via a second Light entity beneath it). Also, I know that the irritating view distance bubble has also not screwed it up. So I turn to you folks.

Again.






Quote
Re: My Missing Entity
Posted by rs6 on Mon Jan 24th at 12:40am 2005


check the fade settings in hammer, Sometimes they get screwed up and it gets always faded in game. one shoudl be 0 and the other -1 for a never fade object. [addsig]



Quote
Re: My Missing Entity
Posted by omegaslayer on Mon Jan 24th at 12:40am 2005


Check your fade distances, make sure they are not set to 4 or some small amount of units.
[addsig]




Quote
Re: My Missing Entity
Posted by DocBadwrench on Mon Jan 24th at 12:51am 2005


Nope, its not set to fade. I've learned about that a fair amount having accidentally adjusted the view distance on more than one occasion.




Quote
Re: My Missing Entity
Posted by rs6 on Mon Jan 24th at 1:03am 2005


then it may be that its set to a prop type its not supposed to be set to. i.e. a prop meant to be a physic prop set as a static or something like that.

post your compile log. [addsig]




Quote
Re: My Missing Entity
Posted by DocBadwrench on Mon Jan 24th at 1:27am 2005


As I did for my other problem, here's the exact same compile log. I suppose I should start actually paying attention to them.


** 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"




Quote
Re: My Missing Entity
Posted by rs6 on Mon Jan 24th at 2:21am 2005


AS i posted in your other topic. THE LEAK!!! [addsig]



Quote
Re: My Missing Entity
Posted by DocBadwrench on Mon Jan 24th at 3:34am 2005


Thanks RS6! I'm halfway done with my problems in general and completely done with this one. I think that my displaced brush, as large and deep as it is, still requires that I "box" in my hallway with a solid brush.

Do those of you who don't use skyboxes have this issue (being that my map is completely enclosed)? My lights look all nice now. Thanks again!




Quote
Re: My Missing Entity
Posted by rs6 on Mon Jan 24th at 3:49am 2005


yea one thing about displacements is they don't seal off the map. [addsig]



Quote
Re: My Missing Entity
Posted by ReNo on Mon Jan 24th at 3:52am 2005


Something that might help in leak hunting is turning off all the vis groups that hammer will automatically create for you while mapping. As levels need to be entirely sealed by world brushes, turning off the default vis groups should hide displacements and brush entities, leaving you with a clutter free view of your main hull. If you see any holes out in to the void while doing this, you know you have found a leak.
[addsig]




Quote
Re: My Missing Entity
Posted by DocBadwrench on Mon Jan 24th at 3:56am 2005


Thanks Reno! That's a great idea; I'm on it right now. This mapping stuff is addictive.




Quote
Re: My Missing Entity
Posted by ReNo on Mon Jan 24th at 4:01am 2005


Hehe, hope it helps you out. Have fun
[addsig]





Post Reply