surface disappearence

surface disappearence

Re: surface disappearence Posted by supacomix.njb on Fri Feb 2nd 2007 at 3:00pm
supacomix.njb
33 posts
Posted 2007-02-02 3:00pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
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:
User posted image

Here is the compile report... thingy

** Executing...
** Command: "c:\program files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_map2"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_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 Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_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 files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_map2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_map2.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_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 files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_map2.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_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 files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_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
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<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp
Re: surface disappearence Posted by reaper47 on Fri Feb 2nd 2007 at 4:38pm
reaper47
2827 posts
Posted 2007-02-02 4:38pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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.
Why snark works.
Re: surface disappearence Posted by supacomix.njb on Fri Feb 2nd 2007 at 8:16pm
supacomix.njb
33 posts
Posted 2007-02-02 8:16pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
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 files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_map2"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_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 Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_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 files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_map2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_map2.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_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 files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_map2.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_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 files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_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 files\valve\steam\steamapps\sourcemods\zombie stress\maps\sz_map2.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Zombie Stress\maps\sz_map2.bsp" "c:\program files\valve\steam\steamapps\SourceMods\Zombie Stress\maps\sz_map2.bsp"
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<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp
Re: surface disappearence Posted by reaper47 on Fri Feb 2nd 2007 at 9:56pm
reaper47
2827 posts
Posted 2007-02-02 9:56pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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. :smile:
Why snark works.
Re: surface disappearence Posted by supacomix.njb on Sat Feb 3rd 2007 at 6:58pm
supacomix.njb
33 posts
Posted 2007-02-03 6:58pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
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
Re: surface disappearence Posted by fishy on Sun Feb 4th 2007 at 12:23am
fishy
2623 posts
Posted 2007-02-04 12:23am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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