compiling problem
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Quote
Re: compiling problem
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!!




Quote
Re: compiling problem
Posted by ReNo on Tue Apr 18th at 6:44pm 2006


Well your big problem here is that you are running the compile tools in the wrong order. The first tool you should be using is BSP, not VIS, which is why it reports an error. Run the tools in this order - BSP, VIS, RAD - and you should get things working better. If not, post again and I'll look into it in greater detail.

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.






Quote
Re: compiling problem
Posted by please help me on Tue Apr 18th at 6:47pm 2006


thank you.




Quote
Re: compiling problem
Posted by ReNo on Tue Apr 18th at 7:22pm 2006


No problem. If my post answered your question, please mark it answered. You should see some options above my post that allow you to mark it. Doing this keeps our system updated and rewards people for answering questions so it's in everybodies best interest, ta <img src=" SRC="images/smiles/icon_smile.gif">





Quote
Re: compiling problem
Posted by please help me on Tue Apr 18th at 8:11pm 2006


sorry that didnt help <img src=" SRC="images/smiles/sad.gif">




Quote
Re: compiling problem
Posted by ReNo on Tue Apr 18th at 8:37pm 2006


It's probably just a path error if you are still getting the problem with the tools not finding the file specified. Make sure that you are saving the .vmf file (ie. the map) into the "c:steamsteamappspooty509sourcesdk_contenthl2mapsrc..." directory before you compile.

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.






Quote
Re: compiling problem
Posted by reaper47 on Wed Apr 19th at 12:46pm 2006


? quote:
sorry that didnt help image


Change it anyway and re-post the new compile log. Maybe you have more errors that only show up now.




Quote
Re: compiling problem
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.





The best things in life, aren't things.



Quote
Re: compiling problem
Posted by reaper47 on Thu Apr 20th at 11:15am 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...




Quote
Re: compiling problem
Posted by Orpheus on Thu Apr 20th at 11:22am 2006


? quoting reaper47

? 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.





The best things in life, aren't things.



Quote
Re: compiling problem
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?




i eat paint



Quote
Re: compiling problem
Posted by PackRat on Sat Apr 22nd at 4:11am 2006


? quote:
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.


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 image




Quote
Re: compiling problem
Posted by reaper47 on Mon Apr 24th at 5:29pm 2006


? quote:
? quoting reaper47


? 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.





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