[article] Compiling Errors

[article] Compiling Errors

Re: [article] Compiling Errors Posted by Leperous on Tue Aug 12th 2003 at 11:18am
Leperous
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Posted 2003-08-12 11:18am
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This is a discussion topic for the article "Compiling Errors" by Leperous which can be found here

Article description:

A list and their solutions
Loading embedded content: Article #1
Re: [article] Compiling Errors Posted by Dex on Sun Aug 31st 2003 at 3:32pm
Dex
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Posted 2003-08-31 3:32pm
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8 posts 11 snarkmarks Registered: Aug 31st 2003 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
blu_chze
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Posted 2003-09-16 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
Sinner_D
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Posted 2003-10-01 10:00am
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376 posts 115 snarkmarks Registered: 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
RabidMonkey777
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Posted 2004-12-05 10:48pm
207 posts 603 snarkmarks Registered: 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 KungFuSquirrel on Mon Dec 6th 2004 at 2:43am
KungFuSquirrel
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Posted 2004-12-06 2:43am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
"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. :)
Re: [article] Compiling Errors Posted by Nanodeath on Mon Dec 6th 2004 at 6:45pm
Nanodeath
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Posted 2004-12-06 6:45pm
356 posts 66 snarkmarks Registered: 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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Posted 2004-12-07 6:05am
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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
Anable
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Posted 2005-01-01 9:22pm
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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
Anable
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Posted 2005-01-03 10:33am
Anable
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4 posts 0 snarkmarks Registered: Dec 24th 2004 Occupation: Hobo Location: USA
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 Damic on Fri Jan 14th 2005 at 6:43pm
Damic
113 posts
Posted 2005-01-14 6:43pm
Damic
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113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
Cool tut but not complete yet :D

(vbsp)
  • Can't find surfaceprop iron for material MODELS/PROPS_DEBRIS/REBAR_MEDTHIN03, using default
  • Brush xxx : areaportal brush doesn't touch two areas
Re: [article] Compiling Errors Posted by DrFrag on Sun Jan 16th 2005 at 1:44pm
DrFrag
62 posts
Posted 2005-01-16 1:44pm
DrFrag
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62 posts 16 snarkmarks Registered: 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 Guessmyname on Wed Jan 19th 2005 at 8:21pm
Guessmyname
342 posts
Posted 2005-01-19 8:21pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
Re: [article] Compiling Errors Posted by *FMJ*Orbit on Sun Feb 20th 2005 at 4:11am
*FMJ*Orbit
1 post
Posted 2005-02-20 4:11am
1 post 0 snarkmarks Registered: 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
210 posts
Posted 2005-03-03 6:29pm
Rof
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210 posts 41 snarkmarks Registered: 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 Damic on Sat May 7th 2005 at 6:52pm
Damic
113 posts
Posted 2005-05-07 6:52pm
Damic
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113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
Damm

New error:
    1. 0.000000
    1. 0.000000
    1. 0.000000
    1. 0.000000
make_triangles:calc_triangle_representation: Cannot convert

btw: more error's can be found here: http://www.interlopers.net/errors/errors.php#1-15
Re: [article] Compiling Errors Posted by Rof on Tue May 31st 2005 at 4:15pm
Rof
210 posts
Posted 2005-05-31 4:15pm
Rof
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210 posts 41 snarkmarks Registered: 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
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Posted 2005-05-31 4:33pm
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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
Rof
210 posts
Posted 2005-06-01 6:03am
Rof
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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 Damic on Wed Jun 8th 2005 at 1:10pm
Damic
113 posts
Posted 2005-06-08 1:10pm
Damic
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113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
Allready solved my problem, what it was I don't know :( just was replacing some walls and stuff and suddenly it was dissapeared :D
Re: [article] Compiling Errors Posted by Solo on Tue Jul 19th 2005 at 12:08am
Solo
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Posted 2005-07-19 12:08am
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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
half-dude
580 posts
Posted 2005-08-01 5:28am
580 posts 76 snarkmarks Registered: 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
512 posts
Posted 2005-08-03 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
Hawk
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Posted 2005-09-29 4:56pm
Hawk
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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
WillC
5 posts
Posted 2006-08-20 12:18am
WillC
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5 posts 1 snarkmarks 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
Re: [article] Compiling Errors Posted by Le Chief on Fri Dec 22nd 2006 at 4:24am
Le Chief
2605 posts
Posted 2006-12-22 4:24am
Le Chief
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This will come in handy