pointfile
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Re: pointfile
Posted by archangel973 on Sun Apr 29th at 1:46am 2007


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So I've been trying to figure out what is wrong with this very simple map I made. I can't believe it took me so long to realize the leak in the compile log. Problem is, it doesn't give me the coordinates to the leak and when i go to load the pointfile it isn't in the folder. Here is the log:


** Executing...
** Command: "c:program filesvalvesteamsteamappsarchangel1989sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2" "C:Program FilesValveSteamSteamAppsarchangel1989sourcesdk_contenthl2mapsrcroom"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsarchangel1989sourcesdk_contenthl2mapsrcroom.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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
Building Physics collision data...
done (0) (2698 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 18 texinfos to 11
Reduced 4 texdatas to 4 (100 bytes to 100)
Writing C:Program FilesValveSteamSteamAppsarchangel1989sourcesdk_contenthl2mapsrcroom.bsp
0 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsarchangel1989sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2" "C:Program FilesValveSteamSteamAppsarchangel1989sourcesdk_contenthl2mapsrcroom"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:program filesvalvesteamsteamappsarchangel1989sourcesdk_contenthl2mapsrcroom.bsp
reading c:program filesvalvesteamsteamappsarchangel1989sourcesdk_contenthl2mapsrcroom.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsarchangel1989sourcesdk_contenthl2mapsrcroom.prt


** Executing...
** Command: "c:program filesvalvesteamsteamappsarchangel1989sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2" "C:Program FilesValveSteamSteamAppsarchangel1989sourcesdk_contenthl2mapsrcroom"

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

Loading c:program filesvalvesteamsteamappsarchangel1989sourcesdk_contenthl2mapsrcroom.bsp
No vis information, direct lighting only.
36 faces
17294 square feet [2490368.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0017 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 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 51/65536 612/786432 ( 0.1%)
nodes 67/65536 2144/2097152 ( 0.1%)
texinfos 11/12288 792/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
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 36/65536 2016/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18/65536 1008/3670016 ( 0.0%)
leaves 69/65536 2208/2097152 ( 0.1%)
leaffaces 36/65536 72/131072 ( 0.1%)
leafbrushes 20/65536 40/131072 ( 0.0%)
areas 1/256 8/2048 ( 0.4%)
surfedges 224/512000 896/2048000 ( 0.0%)
edges 125/256000 500/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 73552/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 10966/393216 ( 2.8%)
LDR leaf ambient 69/65536 1656/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 10002/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2698/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 110656 bytes ====

Total triangle count: 80
Writing c:program filesvalvesteamsteamappsarchangel1989sourcesdk_contenthl2mapsrcroom.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsarchangel1989sourcesdk_contenthl2mapsrcroom.bsp" "c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2mapsroom.bsp"


** Executing...
** Command: "c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsarchangel1989half-life 2hl2" +map "room"

tThe second address to the following line is to the folder where the pointfile should be created but its not there like i said. So thanks for the help in advance and I hope someone can help me solve this problem.




Quote
Re: pointfile
Posted by Naklajat on Sun Apr 29th at 2:11am 2007


VBSP usually says something like

? quote:
**** leaked ****
Entity light (-224.00 128.00 192.00) leaked!


Do you have any entities in the map? Entities let the compiler know what part of the map is 'inside', without them everything is inside.

Place an info_player_start entity and some light entities.



=o



Quote
Re: pointfile
Posted by archangel973 on Sun Apr 29th at 2:27am 2007


Yes, I have an info_player_start, a light ,and a newgame_spawn entities.




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Re: pointfile
Posted by Orpheus on Sun Apr 29th at 2:33pm 2007


How about placing a deathmatch playerstart.

Dunno if thats it, but its always good to have one placed.





The best things in life, aren't things.



Quote
Re: pointfile
Posted by archangel973 on Sun Apr 29th at 2:41pm 2007


Wait! I fixed it and now its works. Thanks for trying to help though.





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