[article] Compiling Errors
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Re: [article] Compiling Errors
Posted by Leperous on Tue Aug 12th at 11:18am 2003



This is a discussion topic for the article "Compiling Errors" by Leperous which can be found here

Article description:

A list and their solutions






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Re: [article] Compiling Errors
Posted by Dex on Sun Aug 31st at 3:32pm 2003


Damn great tut, can't find much better tuts.



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Re: [article] Compiling Errors
Posted by blu_chze on Tue Sep 16th at 7:18am 2003


respect for best error tut to date where respect is due 5



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Re: [article] Compiling Errors
Posted by Sinner_D on Wed Oct 1st at 10:00am 2003


why did it take so long for one person to learn what the different error messages meant, thank god someone finally got this up...thnx lep.



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Re: [article] Compiling Errors
Posted by Nanodeath on Mon Dec 6th at 6:45pm 2004


Hah, good call with the Memory Leak item ;-) that's always annoyed me when people post that...



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Re: [article] Compiling Errors
Posted by RabidMonkey777 on Sun Dec 5th at 10:48pm 2004


The FindPortalSide error can occur if you have an entity's origin outside the map.

Another error you may want to have is the Warning: MICROBRUSH x error. This occurs when you have a brush smaller than 1 unit in any axis, and often occurs when making your skybox, since you're shrinking all your brushes down.




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Re: [article] Compiling Errors
Posted by KungFuSquirrel on Mon Dec 6th at 2:43am 2004


"Brush XXX: WARNING, microbrush"

Does the find brush tool not work for this? View --> Go To Brush Number or ctrl+shift+G. Always worked for me in older versions of the editor, too, but if it's borked now, nevermind. smiley




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Re: [article] Compiling Errors
Posted by Joe-Bob on Tue Dec 7th at 6:05am 2004


I've got a Vis warning of sorts, "WARNING: Cluster portals saw into cluster".
Is that an error? My map sure doesn't show any problems.




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Re: [article] Compiling Errors
Posted by Anable on Sat Jan 1st at 9:22pm 2005


I believe "WARNING: Cluster portals saw into cluster" means that you have overlapping brushes.

Edit: I just tested this theory and it is incorrect. I'm not sure what causes that message.




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Re: [article] Compiling Errors
Posted by Anable on Mon Jan 3rd at 10:33am 2005


WARNING: Cluster portals saw into cluster basically means that VIS is freaking out over your leaves. Turning some angled geometry in my map into func_brushes made the message go away. Run GLview and if you see a lot of white lines really close together or at a bunch of angles, you've found your problem.



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Re: [article] Compiling Errors
Posted by Damic on Fri Jan 14th at 6:43pm 2005


Cool tut but not complete yet smiley

(vbsp)
* Can't find surfaceprop iron for material MODELS/PROPS_DEBRIS/REBAR_MEDTHIN03, using default
* Brush xxx : areaportal brush doesn't touch two areas




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Re: [article] Compiling Errors
Posted by DrFrag on Sun Jan 16th at 1:44pm 2005


A great list of quick answers to error messages!
Thankyou Leperous, RabidMonkey777 and KungFuSquirrel for solving my Microbrush problem. The find brush tool just threw me out into the void, but ctrl-shift-G worked wonders (I overlooked it in the menus).
Mine were caused by some careless use of the brush clipping tool, leaving me with tiny pyramid points that I couldn't see.




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Re: [article] Compiling Errors
Posted by Guessmyname on Wed Jan 19th at 8:21pm 2005






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Re: [article] Compiling Errors
Posted by *FMJ*Orbit on Sun Feb 20th at 4:11am 2005


Good start to this much needed list, one i would like explained is 'degenerate faces' in the vrad process, Ive had this one and it might be the cause of a realy bad crash on my map that happens randomly, sometimes right at round start, sometimes after a few rounds have been played...



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Re: [article] Compiling Errors
Posted by Rof on Thu Mar 3rd at 6:29pm 2005


Face List Count >= OVERLAY_BSP_FACE_COUNT

The limit for this is actually 64 faces, but what it refers to is faces after the BSP splitting is done, so your overlay could be spanning more faces than you think.

More errors from VBSP:
HashVec: point outside valid range
a vertex is outside the valid map extents, which usually indicates a malformed brush.

Error: material *** doesn't have a $bottommaterial
You've tried to use a water texture which should only be placed in the map automatically by the compiler. Invalid materials usually end in _beneath or _bottom. There will be a matching texture without those suffixes which you can use instead.

Error: MAP_MAX_***
(where *** is PLANES, FACES, BRUSHES, BRUSHSIDES, TEXINFOS etc.)
You've exceeded the maximum number of these items allowed in a map.

Error! Too many detail props emitted on this map!
You've uses a displacement surface with a texture that automatically generates prop_details (grass tufts, etc.) over too large an area. Use a different texture or reduce the size of the displacement.




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Re: [article] Compiling Errors
Posted by Damic on Sat May 7th at 6:52pm 2005


Damm

New error:

# # 0.000000
# # 0.000000
# # 0.000000
# # 0.000000
make_triangles:calc_triangle_representation: Cannot convert

btw: more error's can be found here: <a href="http://www.interlopers.net/errors/errors.php#1-15" target="_blank">http://www.interlopers.net/errors/errors.php#1-15</a>




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Re: [article] Compiling Errors
Posted by Rof on Tue May 31st at 4:15pm 2005


&quot;make_triangles:calc_triangle_representation: Cannot convert&quot;

That's an odd one. I've tried to track this error down before, and it doesn't actually appear in the source code of the compile tools. Instead, it seems to be coming from the VPHYSICS.DLL library which is loaded by VBSP.

At best guess, it seems to be related to an error building the collision geometry of a model. The coordinates it gives are no use, since they're not map coordinates.

So if you get this, check for props that you've added recently. Particularly, check for props that you've given a Solid Type: Vphysics setting. They may be causing the error.


Another one I've seen recently:
Bad detail brush side
(happens in VBSP).

This one seems to happen when you've got certain kinds of mixed face contents on a detail brush. For instance, if you have a clip texture on one face of a func_detail, and the skybox texture on the other sides.




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Re: [article] Compiling Errors
Posted by Leperous on Tue May 31st at 4:33pm 2005


I can't seem to recreate that 'bad detail brush side' error, perhaps it's now out of date?



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Re: [article] Compiling Errors
Posted by Rof on Wed Jun 1st at 6:03am 2005


I can't replicate it now, either. It may have been something else that was the problem. I'll try to replicate the situation I got it in.



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Re: [article] Compiling Errors
Posted by Damic on Wed Jun 8th at 1:10pm 2005


Allready solved my problem, what it was I don't know smiley just was replacing some walls and stuff and suddenly it was dissapeared smiley




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