My Missing Entity

My Missing Entity

Re: My Missing Entity Posted by DocBadwrench on Mon Jan 24th 2005 at 12:28am
DocBadwrench
42 posts
Posted 2005-01-24 12:28am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
Okay, so I have a prop that just refuses to render. The actual
light that it emits: no problem (via a second Light entity beneath
it). Also, I know that the irritating view distance bubble has
also not screwed it up. So I turn to you folks.

Again. :smile:

User posted image
Re: My Missing Entity Posted by rs6 on Mon Jan 24th 2005 at 12:40am
rs6
640 posts
Posted 2005-01-24 12:40am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
check the fade settings in hammer, Sometimes they get screwed up and it gets always faded in game. one shoudl be 0 and the other -1 for a never fade object.
Re: My Missing Entity Posted by omegaslayer on Mon Jan 24th 2005 at 12:40am
omegaslayer
2481 posts
Posted 2005-01-24 12:40am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Check your fade distances, make sure they are not set to 4 or some small amount of units.
Re: My Missing Entity Posted by DocBadwrench on Mon Jan 24th 2005 at 12:51am
DocBadwrench
42 posts
Posted 2005-01-24 12:51am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
Nope, its not set to fade. :sad: I've learned about that a fair
amount having accidentally adjusted the view distance on more than one
occasion.
Re: My Missing Entity Posted by rs6 on Mon Jan 24th 2005 at 1:03am
rs6
640 posts
Posted 2005-01-24 1:03am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
then it may be that its set to a prop type its not supposed to be set to. i.e. a prop meant to be a physic prop set as a static or something like that.

post your compile log.
Re: My Missing Entity Posted by DocBadwrench on Mon Jan 24th 2005 at 1:27am
DocBadwrench
42 posts
Posted 2005-01-24 1:27am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
As I did for my other problem, here's the exact same compile log. I suppose I should start actually paying attention to them. :smile:

** Executing...

** Command: "f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk\bin\vbsp.exe"

** Parameters: -game "f:\program
files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike"
"F:\Program
Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: f:\program files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike\materials

Loading F:\Program Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

**** leaked ****

Entity prop_static (-512.00 1397.00 133.27) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 1024.0, 47.0)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1421.0, -145.0)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1421.0, -175.5)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1193.0, -134.0)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1590.0, -134.0)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1933.0, -164.5)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1193.0, -73.5)

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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1590.0, -73.5)

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:

*** Suppressing further FindPortalSide errors.... ***

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

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...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (1) (298121 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (687231 bytes)

Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-766.00, 1470.00, 120.00)

Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-512.00, 1470.00, 120.00)

Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-512.00, 1737.00, 119.00)

Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-257.00, 1736.00, 119.00)

Static prop models/props_lab/lab_flourescentlight001b.mdl outside the map (-650.58, 1602.08, 63.00)

Static prop models/props_lab/lab_flourescentlight001a.mdl outside the map (-643.81, 1549.00, 21.00)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing F:\Program Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.bsp

4 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 2

** Executing...

** Command: "f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk\bin\vvis.exe"

** Parameters: -game "f:\program
files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike"
"F:\Program
Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.bsp

reading f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.prt

LoadPortals: couldn't read f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.prt

** Executing...

** Command: "f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk\bin\vrad.exe"

** Parameters: -game "f:\program
files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike"
"F:\Program
Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot"

Valve Software - vrad.exe (Jan 18 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.bsp

No vis information, direct lighting only.

2477 faces

6 degenerate faces

145154 square feet [20902184.00 square inches]

5 displacements

5655 square feet [814363.75 square inches]

15 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)

Build Patch/Sample Hash Table(s).....Done<0.0262 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

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
5/1024
240/49152 ( 0.5%)

brushes
359/8192
4308/98304 ( 4.4%)

brushsides
2951/65536 23608/524288
( 4.5%)

planes
2698/65536 53960/1310720 (
4.1%)

vertexes
4582/65536 54984/786432
( 7.0%)

nodes
2008/65536 64256/2097152 (
3.1%)

texinfos
653/12288 47016/884736
( 5.3%)

texdata
34/2048
1088/65536 ( 1.7%)

dispinfos
5/0
880/0 ( 0.0%)

disp_verts
1445/0
28900/0 ( 0.0%)

disp_tris
2560/0
5120/0 ( 0.0%)

disp_lmsamples
1151/0
1151/0 ( 0.0%)

faces
2477/65536 138712/3670016 ( 3.8%)

origfaces
1038/65536 58128/3670016 (
1.6%)

leaves
2014/65536 112784/3670016 ( 3.1%)

leaffaces
2936/65536
5872/131072 ( 4.5%)

leafbrushes
1383/65536
2766/131072 ( 2.1%)

surfedges
16254/512000 65016/2048000 ( 3.2%)

edges
9112/256000 36448/1024000 ( 3.6%)

worldlights
15/8192
1320/720896 ( 0.2%)

waterstrips
244/32768
2440/327680 ( 0.7%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
3783/65536
7566/131072 ( 5.8%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
1465744/0 ( 0.0%)

visdata
[variable]
0/16777216 ( 0.0%)

entdata
[variable] 12868/393216
( 3.3%)

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]
1/7382 ( 0.0%)

pakfile
[vari
Re: My Missing Entity Posted by rs6 on Mon Jan 24th 2005 at 2:21am
rs6
640 posts
Posted 2005-01-24 2:21am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
AS i posted in your other topic. THE LEAK!!!
Re: My Missing Entity Posted by DocBadwrench on Mon Jan 24th 2005 at 3:34am
DocBadwrench
42 posts
Posted 2005-01-24 3:34am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
Thanks RS6! I'm halfway done with my problems in general and
completely done with this one. I think that my displaced brush,
as large and deep as it is, still requires that I "box" in my hallway
with a solid brush.

Do those of you who don't use skyboxes have this issue (being that my
map is completely enclosed)? My lights look all nice now. Thanks
again!
Re: My Missing Entity Posted by rs6 on Mon Jan 24th 2005 at 3:49am
rs6
640 posts
Posted 2005-01-24 3:49am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
yea one thing about displacements is they don't seal off the map.
Re: My Missing Entity Posted by ReNo on Mon Jan 24th 2005 at 3:52am
ReNo
5457 posts
Posted 2005-01-24 3:52am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Something that might help in leak hunting is turning off all the vis
groups that hammer will automatically create for you while mapping. As
levels need to be entirely sealed by world brushes, turning off the
default vis groups should hide displacements and brush entities,
leaving you with a clutter free view of your main hull. If you see any
holes out in to the void while doing this, you know you have found a
leak.
Re: My Missing Entity Posted by DocBadwrench on Mon Jan 24th 2005 at 3:56am
DocBadwrench
42 posts
Posted 2005-01-24 3:56am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
Thanks Reno! That's a great idea; I'm on it right now. :biggrin: This mapping stuff is addictive.
Re: My Missing Entity Posted by ReNo on Mon Jan 24th 2005 at 4:01am
ReNo
5457 posts
Posted 2005-01-24 4:01am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Hehe, hope it helps you out. Have fun :smile: