Re: [article] Compiling Errors
Posted by Dex on
Sun Aug 31st 2003 at 3:32pm
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Occupation: Architect in process ;)
Location: Netherlands, Leeuwarden !!!
Damn great tut, can't find much better tuts.
Re: [article] Compiling Errors
Posted by blu_chze on
Tue Sep 16th 2003 at 7:18am
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respect for best error tut to date where respect is due 5
Re: [article] Compiling Errors
Posted by Sinner_D on
Wed Oct 1st 2003 at 10:00am
Posted
2003-10-01 10:00am
376 posts
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Oct 11th 2002
Occupation: Freelance mapper
Location: Sandiego, CA
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.
Re: [article] Compiling Errors
Posted by RabidMonkey777 on
Sun Dec 5th 2004 at 10:48pm
Posted
2004-12-05 10:48pm
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Jul 9th 2004
Location: Denver, Colorado, USA
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.
Re: [article] Compiling Errors
Posted by Nanodeath on
Mon Dec 6th 2004 at 6:45pm
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Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Hah, good call with the Memory Leak item ;-) that's always annoyed me when people post that...
Re: [article] Compiling Errors
Posted by Joe-Bob on
Tue Dec 7th 2004 at 6:05am
Joe-Bob
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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.
Re: [article] Compiling Errors
Posted by Anable on
Sat Jan 1st 2005 at 9:22pm
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Location: USA
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.
Re: [article] Compiling Errors
Posted by Anable on
Mon Jan 3rd 2005 at 10:33am
Posted
2005-01-03 10:33am
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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.
Re: [article] Compiling Errors
Posted by DrFrag on
Sun Jan 16th 2005 at 1:44pm
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Jan 12th 2005
Location: Australia
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.
Re: [article] Compiling Errors
Posted by *FMJ*Orbit on
Sun Feb 20th 2005 at 4:11am
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Feb 15th 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...
Re: [article] Compiling Errors
Posted by Rof on
Thu Mar 3rd 2005 at 6:29pm
Rof
member
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Dec 3rd 2004
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.
Re: [article] Compiling Errors
Posted by Rof on
Tue May 31st 2005 at 4:15pm
Rof
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Dec 3rd 2004
"make_triangles:calc_triangle_representation: Cannot convert"
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.
Re: [article] Compiling Errors
Posted by Leperous on
Tue May 31st 2005 at 4:33pm
Leperous
Creator of SnarkPit!
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Location: UK
I can't seem to recreate that 'bad detail brush side' error, perhaps it's now out of date?
Re: [article] Compiling Errors
Posted by Rof on
Wed Jun 1st 2005 at 6:03am
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Dec 3rd 2004
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.
Re: [article] Compiling Errors
Posted by Solo on
Tue Jul 19th 2005 at 12:08am
Posted
2005-07-19 12:08am
1 post
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Jul 18th 2005
Occupation: Computer Programmer
Does anyone know why I can't properly compile cs_office? I extracted the .bsp from the .gcf file with GFCscape, and then I decompiled the .bsp with VMEX into a .vmf file. Now when I try to compile the .vmf (without any edits to the map), it fails when trying to write the .bsp. So does anyone know what's going on? Obviously the map works for it wouldn't be playable. I'll post the error log below.
materialPath: c:\program files\valve\steam\steamapps\solo3021\counter-strike source\cstrike\materials
Loading E:\cs\cs_office_d.vmf
Brush 2529: bounds out of range
Brush 2529: bounds out of range
Brush 2530: bounds out of range
Brush 2530: bounds out of range
Brush 2531: bounds out of range
Brush 2531: bounds out of range
Brush 2532: bounds out of range
Brush 2532: bounds out of range
Brush 2533: bounds out of range
Brush 2533: bounds out of range
Brush 2534: bounds out of range
Brush 2534: bounds out of range
Brush 2535: bounds out of range
Brush 2535: bounds out of range
Brush 2536: bounds out of range
Brush 2536: bounds out of range
Brush 2537: bounds out of range
Brush 2537: bounds out of range
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 180 detail faces... done (0)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
HashVec: point outside valid range
1 threads
reading e:\cs\cs_office_d.bsp
Error opening e:\cs\cs_office_d.bsp
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading e:\cs\cs_office_d.bsp
Error opening e:\cs\cs_office_d.bsp
Note: Once again, the extracted map has not been editted whatsoever.
Re: [article] Compiling Errors
Posted by half-dude on
Mon Aug 1st 2005 at 5:28am
580 posts
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Aug 30th 2003
Occupation: male
Location: WH
You didnt have "plain with no normal."
Re: [article] Compiling Errors
Posted by rival on
Wed Aug 3rd 2005 at 6:50pm
rival
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Well written and pretty clear (some of the errors could do with some more explaining) but pretty good overall.
Re: [article] Compiling Errors
Posted by Hawk on
Thu Sep 29th 2005 at 4:56pm
8 posts
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Feb 18th 2005
Occupation: Single
Location: Sweden
Thank you VERY much! You saved my map! I had the "Face List Count >= OVERLAY_BSP_FACE_COUNT" error. And you fixed my problem!
Re: [article] Compiling Errors
Posted by WillC on
Sun Aug 20th 2006 at 12:18am
Posted
2006-08-20 12:18am
5 posts
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Registered:
Aug 19th 2006
Location: Canada
Ok, I got some weirdass error, and I can't figure out what the hell is the problem!
12/ - func_breakable: UTIL_SetModel: not precached: models/props_junk/wood_crate001a_damagedmax.mdl