Posted by please help me on Tue Apr 18th at 4:44pm 2006
** Executing...
** Command: "c:steamsteamappspooty509sourcesdkbinvvis.exe"
** Parameters: -game "c:steamsteamappspooty509half-life 2hl2" "c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01"
Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01.bsp
Error opening c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01.bsp
** Executing...
** Command: "c:steamsteamappspooty509sourcesdkbinvbsp.exe"
** Parameters: -game "c:steamsteamappspooty509half-life 2hl2" "c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01"
Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:steamsteamappspooty509half-life 2hl2materials
Loading c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity water_lod_control (1290.20 -6356.04 17653.40) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13312.0, -14848.0, -847.0)
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 (13168.0, -14336.0, 12871.0)
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 (12656.0, -14336.0, 12871.0)
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 (13168.0, -14336.0, 10291.4)
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 (13023.0, -14336.0, 10291.4)
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 (12655.0, -14336.0, 10291.4)
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 (12800.0, -14336.0, -3426.6)
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 (11776.0, -14336.0, 12871.0)
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 (10)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
numvertexes == MAX_MAP_VERTS
** Executing...
** Command: Copy File
** Parameters: "c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01.bsp" "c:steamsteamappspooty509half-life 2hl2mapsd1_ocean_01.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
** Executing...
** Command: "c:steamsteamappspooty509sourcesdkbinvrad.exe"
** Parameters: -game "c:steamsteamappspooty509half-life 2hl2" "c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01.bsp
Error opening c:steamsteamappspooty509sourcesdk_contenthl2mapsrcd1_ocean_01.bsp
** Executing...
** Command: "c:steamsteamappspooty509half-life 2hl2.exe"
** Parameters: -allowdebug -game "c:steamsteamappspooty509half-life 2hl2" +map "d1_ocean_01"
........uhhh..im realy confused about this one..ive read it and i fOrGeT what a leak is.....................................................................................................
.....................................................................................................!!
SIGH!!
Posted by ReNo on Tue Apr 18th at 6:44pm 2006
As for the leak problem, well here's a brief run through. When you are building levels for the Source engine you have to ensure that they are sealed. This means that there should be no opening from the inside of your level out to the "void" - the areas outside your level. The outside shell of your level - the brushes that act as the barrier between the inside of the map and the void outside - is known as the hull, and that hull must be made up of world brushes (ie. not brushes that you have turned into entities, like func_detail or func_wall). Leaks are also sometimes caused by placing entities (such as NPCs, lights, etc...) outside the hull of the level, so ensure you keep everything inside.
There are several ways you can find leaks, all of which have been well documented here and elsewhere. Search the forums, tutorials, or other sites and you'll get a better explanation that I can give here.
ReNo
member
5457 posts
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Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by ReNo on Tue Apr 18th at 7:22pm 2006
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by please help me on Tue Apr 18th at 8:11pm 2006
Posted by ReNo on Tue Apr 18th at 8:37pm 2006
If thats not the problem, then can you post the compile log again now that the tools are running the right order please? It might give us more clues.
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by reaper47 on Wed Apr 19th at 12:46pm 2006
Change it anyway and re-post the new compile log. Maybe you have more errors that only show up now.
Posted by Orpheus on Thu Apr 20th at 10:50am 2006
Of all the things I wish I could change it would be that damnable red answer wrong option.
Most times when all is said and done, the answer was indeed in the red.
One thing I want to know is, whats this "Contents_Solid"???
I don't recall ever seeing it in a compile log before.
I also, have no faith in someones ability to solve a problem who sighs in as "please help me" ![]()
Its even in lower case. No "Please help me" even.
Orpheus
member
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1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by reaper47 on Thu Apr 20th at 11:15am 2006
One thing I want to know is, whats this "Contents_Solid"???
I don't recall ever seeing it in a compile log before.
Contents solid usually comes up when you have a leak...
Posted by Orpheus on Thu Apr 20th at 11:22am 2006
I don't recall ever seeing it in a compile log before.
Contents solid usually comes up when you have a leak...
I must have slept in class. I don't doubt you, I just seem to not recall. But, how can you have a leak, when the map is compiled in the wrong sequence? For that matter, why didn't the compile halt?
Used to, if there was a major error, the compile halted. I would consider compiling out of order, something major.
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by fishy on Thu Apr 20th at 12:30pm 2006
"numvertexes == MAX_MAP_VERTS" kills the vbsp proccess, which is why "The system cannot find the file specified." (there is no bsp created)
is this a big map with lots of carved bits?
Posted by PackRat on Sat Apr 22nd at 4:11am 2006
Used to, if there was a major error, the compile halted. I would consider compiling out of order, something major.
Its because BSP, VIS and RAD are entirely separate programs. Aside from being passed the name of the file they need to work on (and various config options), they don't interact with Hammer or each other in any way. As such they have no concept of the order they are run.
VIS errored because it couldnt find the bsp (because BSP hadnt yet made one)
BSP ran as usual but found leaks and died
RAD errored because it couldn't find the bsp (BSPs fault)
What I'm curious about is what program he was using (Hammer or another batch compiler) and how he managed to get it to run them out of order
Posted by reaper47 on Mon Apr 24th at 5:29pm 2006
? quote:
One thing I want to know is, whats this "Contents_Solid"???
I don't recall ever seeing it in a compile log before.
Contents solid usually comes up when you have a leak...
I must have slept in class. I don't doubt you, I just seem to not recall. But, how can you have a leak, when the map is compiled in the wrong sequence? For that matter, why didn't the compile halt?
Used to, if there was a major error, the compile halted. I would consider compiling out of order, something major.
Like PackRat said, VIS could have run a BSP from the last compile.




