surface disappearence
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Quote
Re: surface disappearence
Posted by supacomix.njb on Fri Feb 2nd at 3:00pm 2007


Right this is one BIG problem and it just started happening. I have no idea why and the error i keep getting i don't know how to fix.

This is the screenshot of the error:
image

Here is the compile report... thingy


** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsSourceModsZombie Stress" "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsSourceModsZombie Stressmaterials
Loading C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1376.0, 2921.5, 496.0)
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: Brush 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1087.0, 2921.5, 496.0)
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: Brush 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1391.5, 2771.0, 579.4)
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 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1360.0, 2771.0, 579.4)
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 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1177.2, 2771.0, 552.9)
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 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0, 2921.5, 554.9)
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: Brush 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1312.9, 3072.0, 554.9)
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: Brush 5142:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1407.0, 2409.5, 579.4)
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: Brush 5142:

*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 44 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsSourceModsZombie Stress" "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
reading c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.prt
158 portalclusters
453 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 31 visible clusters (0.00%)
Total clusters visible: 12385
Average clusters visible: 78
Building PAS...
Average clusters audible: 144
visdatasize:7706 compressed from 7584
writing c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
1 second elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsSourceModsZombie Stress" "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
400 faces
1 degenerate faces
129571 square feet [18658340.00 square inches]
0 displacements
0 square feet [0.00 square inches]
399 patches before subdivision
7021 patches after subdivision
light has _fifty_percent_distance of 230.000000 but no zero_percent_distance
light has _fifty_percent_distance of 230.000000 but no zero_percent_distance
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...
WARNING: Too many light styles on a face (-264,1095,-17)
7..
WARNING: Too many light styles on a face (-314,1154,2)
.8...9...10 (32)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 213904, max 203
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(584, 1095, 539)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(28, 48, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0086 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 94/8192 1128/98304 ( 1.1%)
brushsides 627/65536 5016/524288 ( 1.0%)
planes 598/65536 11960/1310720 ( 0.9%)
vertexes 846/65536 10152/786432 ( 1.3%)
nodes 264/65536 8448/2097152 ( 0.4%)
texinfos 137/12288 9864/884736 ( 1.1%)
texdata 30/2048 960/65536 ( 1.5%)
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 400/65536 22400/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 225/65536 12600/3670016 ( 0.3%)
leaves 275/65536 8800/2097152 ( 0.4%)
leaffaces 433/65536 866/131072 ( 0.7%)
leafbrushes 192/65536 384/131072 ( 0.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 2715/512000 10860/2048000 ( 0.5%)
edges 1601/256000 6404/1024000 ( 0.6%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 23/32768 230/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 342/65536 684/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 636848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7706/16777216 ( 0.0%)
entdata [variable] 27593/393216 ( 7.0%)
LDR leaf ambient 275/65536 6600/1572864 ( 0.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1612 ( 0.1%)
pakfile [variable] 10008/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 34489/4194304 ( 0.8%)
==== Total Win32 BSP file data space used: 840842 bytes ====

Total triangle count: 1023
Writing c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2.bsp" "c:program filesvalvesteamsteamappsSourceModsZombie Stressmapssz_map2.bsp"



SupaComix.co.uk

<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp



Quote
Re: surface disappearence
Posted by reaper47 on Fri Feb 2nd at 4:38pm 2007


It seems you have some kind of strange leak. Probably bad brush geometry that breaks during BSP compiles.

"Candidate brush IDs: Brush 5142"

Search for the brush with the number specified try to fix, delete or replace it.






Quote
Re: surface disappearence
Posted by supacomix.njb on Fri Feb 2nd at 8:16pm 2007


i've fixed that yet the problem still remains.

I think i found another leak as when i got to a certain point in the map the screen went really fuzzy so im gonna check that out...

After some running around and fixing some bugs i got this report and yet no map problems are registered...


** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsSourceModsZombie Stress" "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsSourceModsZombie Stressmaterials
Loading C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsSourceModsZombie Stress" "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
reading c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.prt
173 portalclusters
547 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 96 visible clusters (0.00%)
Total clusters visible: 15579
Average clusters visible: 90
Building PAS...
Average clusters audible: 163
visdatasize:9002 compressed from 8304
writing c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsSourceModsZombie Stress" "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
400 faces
1 degenerate faces
129571 square feet [18658340.00 square inches]
0 displacements
0 square feet [0.00 square inches]
399 patches before subdivision
7021 patches after subdivision
light has _fifty_percent_distance of 230.000000 but no zero_percent_distance
light has _fifty_percent_distance of 230.000000 but no zero_percent_distance
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8.
WARNING: Too many light styles on a face (-40,1024,-17)
..9...10 (39)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 207680, max 203
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(582, 1100, 542)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(29, 50, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 94/8192 1128/98304 ( 1.1%)
brushsides 627/65536 5016/524288 ( 1.0%)
planes 598/65536 11960/1310720 ( 0.9%)
vertexes 846/65536 10152/786432 ( 1.3%)
nodes 264/65536 8448/2097152 ( 0.4%)
texinfos 137/12288 9864/884736 ( 1.1%)
texdata 30/2048 960/65536 ( 1.5%)
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 400/65536 22400/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 225/65536 12600/3670016 ( 0.3%)
leaves 275/65536 8800/2097152 ( 0.4%)
leaffaces 433/65536 866/131072 ( 0.7%)
leafbrushes 192/65536 384/131072 ( 0.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 2715/512000 10860/2048000 ( 0.5%)
edges 1601/256000 6404/1024000 ( 0.6%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 23/32768 230/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 342/65536 684/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 600216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9002/16777216 ( 0.1%)
entdata [variable] 27593/393216 ( 7.0%)
LDR leaf ambient 275/65536 6600/1572864 ( 0.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1612 ( 0.1%)
pakfile [variable] 10008/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 34489/4194304 ( 0.8%)
==== Total Win32 BSP file data space used: 805506 bytes ====

Total triangle count: 1023
Writing c:program filesvalvesteamsteamappssourcemodszombie stressmapssz_map2.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsSourceModsZombie Stressmapssz_map2.bsp" "c:program filesvalvesteamsteamappsSourceModsZombie Stressmapssz_map2.bsp"



SupaComix.co.uk

<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp



Quote
Re: surface disappearence
Posted by reaper47 on Fri Feb 2nd at 9:56pm 2007


OVERLAY_BSP_FACE_COUNT


Face List Count >= OVERLAY_BSP_FACE_COUNT
You have an overlay overlapping too many surfaces (6) somewhere, or too many overlays on one face.

make sure your overlays don?t span over too many faces or too many overlays spanning over one and the same face. Basically, delete some of them until the error disappears.

That should help. <img src=" SRC="images/smiles/icon_smile.gif">






Quote
Re: surface disappearence
Posted by supacomix.njb on Sat Feb 3rd at 6:58pm 2007


thank you that has helped!


SupaComix.co.uk

<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp



Quote
Re: surface disappearence
Posted by fishy on Sun Feb 4th at 12:23am 2007


i've got overlays spanning more than 6 faces, with no problems. maybe there's been an update since that was written. i dont have any faces with more than 3 overlays on them though.




i eat paint




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