portal overload

portal overload

Re: portal overload Posted by sevendaystudios on Mon Dec 20th 2004 at 3:34pm
sevendaystudios
10 posts
Posted 2004-12-20 3:34pm
10 posts 11 snarkmarks Registered: Dec 20th 2004
i am trying to build a map for counter strike and am have some difficulty. When i try to run the map, it crashes when its half way through loading. So i looked at the error messages and it said "The map overflows the max portal count (94909 of max 32768)!" If anyone knows how to fix this and what a portal is that would be great. please help me. Thanks
Re: portal overload Posted by Tracer Bullet on Mon Dec 20th 2004 at 6:26pm
Tracer Bullet
2271 posts
Posted 2004-12-20 6:26pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Basically, I think the game is telling you that you have too many small detailed objects as world brushes. A portal is the boundary between to adjacent vis-leaves (I think) hence, the more complex your vis-blocking geometry, the more leaves and portals you get. Did this map take a very long time to compile in Vvis?

Make every small detailed brush you have in the level a func_detail, and your problem will likely be solved. For more detailed information, you should have a look at this article:

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
Re: portal overload Posted by sevendaystudios on Tue Dec 21st 2004 at 4:00pm
sevendaystudios
10 posts
Posted 2004-12-21 4:00pm
10 posts 11 snarkmarks Registered: Dec 20th 2004
Thanks man. That site is really helpful. I don't know what i did but that error is gone. I now have a few other errors but their not a big deal. It took me about an hour to compile last time which is weird because it usually only takes me 3 minutes. I don't know why but if i try to run the bsp file in the game (counter strike) it loads like 2 bars and then the game just quits. No error message. I'm assuming it is because im not done with the map. But i don't know since this is my first time near a map editor. If you have any thoughts on this id love to hear them.
Re: portal overload Posted by Tracer Bullet on Tue Dec 21st 2004 at 5:08pm
Tracer Bullet
2271 posts
Posted 2004-12-21 5:08pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The game should not be quitting on you. Post another thread with each individual compile error, or better yet, look them up here first: http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=129

There really aren't any errors that you can safely ignore.
Re: portal overload Posted by fishy on Tue Dec 21st 2004 at 5:56pm
fishy
2623 posts
Posted 2004-12-21 5:56pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
using -dev in a HL1 command line let you run a map with some errors that would normally leave you looking at your desktop, and would print the errors to the console. i don't know if HL2 would do the same, but it could be worth a shot.
Re: portal overload Posted by sevendaystudios on Tue Dec 21st 2004 at 10:33pm
sevendaystudios
10 posts
Posted 2004-12-21 10:33pm
10 posts 11 snarkmarks Registered: Dec 20th 2004
Well I went there and i found most of the errors and there explanations. But just incase i am going to post the complete log because i most likely ovelooked something. So here it is and if you see an error if you could point it out to me and or tell me how to fix i would much appreciate it.

** Executing...
** Command: Change Directory
** Parameters: "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.vmf" "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.vmf"

** Executing...
** Command: "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\bin\vbsp.exe"
** Parameters: -game "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content" "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\materials
Loading G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (87)
**** leaked ****
Entity light_environment (-10620.00 -675.00 1699.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0, 7680.0, 2793.0)
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 (-7680.0, 8192.0, 2793.0)
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 (-8704.0, 8192.0, 2793.0)
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 (-6390.0, 6144.0, 2793.0)
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 (-6902.0, 6144.0, 2793.0)
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 (-6144.0, 5632.0, 3110.0)
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 (-6144.0, 5632.0, -281.0)
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 (-7168.0, 6656.0, 2793.0)
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 (3)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (25)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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 (31) (1106467 bytes)
Building Physics collision data...
done (31) (1106467 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.bsp
3 minutes, 21 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\bin\vvis.exe"
** Parameters: -game "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content" "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading g:\program files\valve\steam\steamapps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.bsp
reading g:\program files\valve\steam\steamapps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.prt
LoadPortals: couldn't read g:\program files\valve\steam\steamapps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.prt

** Executing...
** Command: "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\bin\vrad.exe"
** Parameters: -game "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content" "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\program files\valve\steam\steamapps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.bsp
No vis information, direct lighting only.
42461 faces
246 degenerate faces
14351479 square feet [2066612992.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3398)
Build Patch/Sample Hash Table(s).....Done<76.6302 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (173)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 383/8192 4596/98304 ( 4.7%)
brushsides 26246/65536 209968/524288 (40.0%)
planes 45720/65536 914400/1310720 (69.8%)
vertexes 59687/65536 716244/786432 (91.1%) VERY FULL!
nodes 34072/65536 1090304/2097152 (52.0%)
texinfos 539/12288 38808/884736 ( 4.4%)
texdata 11/2048 352/65536 ( 0.5%)
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 42461/65536 2377816/3670016 (64.8%)
origfaces 12496/65536 699776/3670016 (19.1%)
leaves 34080/65536 1908480/3670016 (52.0%)
leaffaces 46324/65536 92648/131072 (70.7%)
leafbrushes 10038/65536 20076/131072 (15.3%)
surfedges 265621/512000 1062484/2048000 (51.9%)
edges 136083/256000 544332/1024000 (53.2%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 1947/32768 19470/327680 ( 5.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 28359/65536 56718/131072 (43.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 22244552/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8013/393216 ( 2.0%)
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
Re: portal overload Posted by Joe-Bob on Tue Dec 21st 2004 at 10:39pm
Joe-Bob
180 posts
Posted 2004-12-21 10:39pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
**** leaked ****

Entity light_environment (-10620.00 -675.00 1699.00) leaked!

There's your problem. VIS can't run because of the leak, and your map overflows because VIS didn't divide it up.

http://www.valve-erc.com/srcsdk/Levels/leaks.html
Re: portal overload Posted by ReNo on Tue Dec 21st 2004 at 11:13pm
ReNo
5457 posts
Posted 2004-12-21 11:13pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I'm trying to fix up a map of a mate's but unfortunately it has the
same problem. The compile log claims there is a leak but doesn't name
an entity nor generate a pointfile :sad: It also gives lots of these
FindPortalSide errors, and apparently they were there prior to the
leak...
Re: portal overload Posted by omegaslayer on Wed Dec 22nd 2004 at 12:50am
omegaslayer
2481 posts
Posted 2004-12-22 12:50am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I'm trying to fix up a map of a mate's but unfortunately it has the
same problem. The compile log claims there is a leak but doesn't name
an entity nor generate a pointfile :sad: It also gives lots of these
FindPortalSide errors, and apparently they were there prior to the
leak...
Could be that the leak was caused by an incomplete area portal (if you have any)
Re: portal overload Posted by ReNo on Wed Dec 22nd 2004 at 1:07am
ReNo
5457 posts
Posted 2004-12-22 1:07am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Nah no area portals in the level. I apparently cleared up the error just by cleaning up some of his brushwork.
Re: portal overload Posted by sevendaystudios on Wed Dec 22nd 2004 at 6:59pm
sevendaystudios
10 posts
Posted 2004-12-22 6:59pm
10 posts 11 snarkmarks Registered: Dec 20th 2004
Ok. I have gotten rid of the leak. I think. But i now get other errors. Below is the log and if you could help me more that would be great.

** Executing...
** Command: "g:\program files\valve\steam\steamapps\sevendaystudios\sourcesdk\bin\vbsp.exe"
** Parameters: -game "g:\program files\valve\steam\steamapps\sevendaystudios\counter-strike source\cstrike" "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: g:\program files\valve\steam\steamapps\sevendaystudios\counter-strike source\cstrike\materials
Loading G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (85)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10847.2, -704.8, 1147.6)
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10837.3, -702.6, 1146. :cool:
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10834.8, -704.6, 1146. :cool:
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10835.8, -706.7, 1147.4)
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10847.8, -701.5, 1146.6)
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10832.2, -712.8, 1146. :cool:
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10834.3, -713.6, 1147.5)
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 39926:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10838.2, -701.8, 1146.7)
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 39926:

*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (59)
Processing areas...done (1)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (22)
writing G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.prt...numvertexes == MAX_MAP_VERTS

** Executing...
** Command: Copy File
** Parameters: "G:\Program Files\Valve\Steam\SteamApps\sevendaystudios\sourcesdk\cstrike_sample_content\maps\chessboard.bsp" "g:\program files\valve\steam\steamapps\sevendaystudios\counter-strike source\cstrike\maps\chessboard.bsp"

---sevendaystudios
Re: portal overload Posted by omegaslayer on Thu Dec 23rd 2004 at 2:05am
omegaslayer
2481 posts
Posted 2004-12-23 2:05am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
You could still have a "area portal leak" read about it in my new tut
:biggrin: . Or if you have some complicated brush work, delete it and re-work
it from scratch.
Re: portal overload Posted by G.Ballblue on Thu Dec 23rd 2004 at 2:33am
G.Ballblue
1511 posts
Posted 2004-12-23 2:33am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting fishy</DIV>
<DIV class=quotetext>using -dev in a HL1 command line let you run a map with some errors that would normally leave you looking at your desktop, and would print the errors to the console. i don't know if HL2 would do the same, but it could be worth a shot. </DIV></DIV>
For an interesting note fish, one way to get around the horrendous "alloc_bloc_full" errors in HL1 was to switch your video mode to software. I won't go into detail -- quite interesting though O_o
Re: portal overload Posted by sevendaystudios on Thu Dec 30th 2004 at 5:32pm
sevendaystudios
10 posts
Posted 2004-12-30 5:32pm
10 posts 11 snarkmarks Registered: Dec 20th 2004
Well now i think i have gotten rid of all of the "findportalside" errors and all of the other ones too. I also ran it using the -Dev command but the map still wont load. It still stops loading after 2 bars and quits with no error message. I will post my compile log when i get the chance. If anyone could help that would be great.
Re: portal overload Posted by Guessmyname on Thu Dec 30th 2004 at 7:35pm
Guessmyname
342 posts
Posted 2004-12-30 7:35pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
find portal side blah de blah,

CONTENTS SOLID blah blah blah is a leak
Re: portal overload Posted by DrGlass on Thu Dec 30th 2004 at 9:07pm
DrGlass
1825 posts
Posted 2004-12-30 9:07pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I had the same problem with the "CONTENTS_SOLID" error. Only when I loaded my map the surface water would not draw (but you could still jump into it and look up through the water)

I wasn't able to fix this, but do you have an massive brush work, like a large floor?
Re: portal overload Posted by sevendaystudios on Fri Dec 31st 2004 at 4:02am
sevendaystudios
10 posts
Posted 2004-12-31 4:02am
10 posts 11 snarkmarks Registered: Dec 20th 2004
Alright i wasnt gonna tell anyone what my map was or is trying to be. But i think that it may help u know better what the problem is which would in the end help me and anyone else with this problem. My map is basically a giant chessboard. Each of the little squares are individual brushes and under the board is a larger brush giving the impression of a table texture. On that brush are a few fallen pieces. On the board every piece is there. There are ramps connecting a few pieces and ladders on others. I built all of the pieces myself (which may be the problem). I have walls all around the whole thing so as to seal the level. I also have a skybox... i was unsure if it was necessary so i put it in anyway. Once steam has completed updating i will post a picture or two so maybe u will get a better idea of what i am doing rite and wrong. Any help will be gladly appreciated.
Re: portal overload Posted by sevendaystudios on Fri Dec 31st 2004 at 4:54am
sevendaystudios
10 posts
Posted 2004-12-31 4:54am
10 posts 11 snarkmarks Registered: Dec 20th 2004
Well for some reason i cant paste a picture here i dunno if im dumb or what but if u want to see some pics if u could let me know if and how to paste a picture here (the copy and paste doesnt work). Thanks

--sevendaystudios
Re: portal overload Posted by sevendaystudios on Tue Jan 11th 2005 at 7:31pm
sevendaystudios
10 posts
Posted 2005-01-11 7:31pm
10 posts 11 snarkmarks Registered: Dec 20th 2004
Alright. Well i am making changes and am probably going to have to remake the chess pieces. I am still having the problem with it quiting after loading part way. I will update this when i know more. If anyone has any thoughts please share them.

-- sevendaystudios

----All you need to decide is what to do with the time that is given to you.----