Vis .prt file problem

Vis .prt file problem

Re: Vis .prt file problem Posted by Carcase on Mon Feb 21st 2005 at 1:44am
Carcase
145 posts
Posted 2005-02-21 1:44am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
Before you read the log, My problem is this. I am making a large cube skybox map for source, a giant lake kinda thing. more like, a huge water brush on top of a huge solid brush with a skybox around it. When my map got to a certain point in developement i stopped compiling with vis and rad so i could test my map quickly. Now that I want to do a full compile, it can't find the prt file.

** Executing...
** Command: "c:\program files\valve\steam\steamapps\dj_arendee\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dj_arendee\sourcesdk\sdkcontent" "C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\battle_of_xen"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\dj_arendee\sourcesdk\sdkcontent\materials
Loading C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_node (-424.00 -1056.00 -488.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 10640.0, -1281.6)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 10640.0, -205.6)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 10640.0, 876. :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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 11152.0, -205.6)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, 11264.0, -205.6)
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, 10752.0, -205.6)
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 (5120.0, 9728.0, -1281.6)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 9728.0, -205.6)
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:

*** 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_borealis01...
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 (0) (4417 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (4417 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\valve\steam\steamapps\dj_arendee\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dj_arendee\sourcesdk\sdkcontent" "C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\battle_of_xen"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.bsp
reading c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.prt

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.bsp" "c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\battle_of_xen.bsp"
I noticed, after i turned off vis and rad, the top layer of water turned into x-ray vision where i could see the underside of the map and anything under the water. but when i go underwater and look into the sky, it looks perfectly fine. Any suggestions?
Re: Vis .prt file problem Posted by Gwil on Mon Feb 21st 2005 at 1:52am
Gwil
2864 posts
Posted 2005-02-21 1:52am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Half Life 2 Editing Forum, again.

Cutting out the VIS and RAD is probably half the problem. Also, you have an info_node outside of the skybox, in the void. This causes leaks, and inevitably problems.

Go to map > entity report and track it down. Also do map > check for problems, and fix any bad brushes it might find.

When making water be sure that you make it entirely in the "nodraw" texture (search for nodraw) and texture ONLY the surface with your desired water texture.
Re: Vis .prt file problem Posted by Carcase on Mon Feb 21st 2005 at 1:53am
Carcase
145 posts
Posted 2005-02-21 1:53am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
I have no clue how to find that. u mean, halflife2.net?
Re: Vis .prt file problem Posted by Gwil on Mon Feb 21st 2005 at 1:55am
Gwil
2864 posts
Posted 2005-02-21 1:55am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
No, the Half Life 2 Editing forum on here. I moved your other topic to there too.

This particular forum is for editing questions about Half Life and Half Life mods, not Half Life 2.

http://www.snarkpit.com/forums.php?forum=6&7318

That's the Half Life 2 editing forum.
Re: Vis .prt file problem Posted by Carcase on Mon Feb 21st 2005 at 1:56am
Carcase
145 posts
Posted 2005-02-21 1:56am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
i loaded the pointfile and deleted the node that was "OUTSIDE", when it was actually inside the whole time. i've done everything on that list u said
Re: Vis .prt file problem Posted by Gwil on Mon Feb 21st 2005 at 2:02am
Gwil
2864 posts
Posted 2005-02-21 2:02am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
It pays to search the database too, before posting questions

Have a look at this and see if it covers any of your problems

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=129

You have some badly made/incorrectly made brushes, those numbers
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 10640.0, -205.6)
can be used to track down the problem more easily - how, im not sure as i've never had to do it before, but i'm pretty sure it's possible :smile:
Re: Vis .prt file problem Posted by omegaslayer on Mon Feb 21st 2005 at 2:22am
omegaslayer
2481 posts
Posted 2005-02-21 2:22am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Look to find out what a leak is, and how to solve it: http://www.snarkpit.com/editing.php?page=tutorials&id=139
Re: Vis .prt file problem Posted by Carcase on Mon Feb 21st 2005 at 8:45pm
Carcase
145 posts
Posted 2005-02-21 8:45pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
as far as i could tell there was no leak. I even checked what the pointfile was pointing at (pointed to a node, then went outside the skybox). I deleted the skybox and made a new one. Vio'la! I'm new to hammer. Thanks for your help