Overlay problems

Overlay problems

Re: Overlay problems Posted by SnowmanDev on Sun Apr 9th 2006 at 4:27pm
SnowmanDev
28 posts
Posted 2006-04-09 4:27pm
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
Hi,

Im new to this forum but i have been searching through and it has helped me with various things, upto now i have 2 problems but i believe they are linked, any way my problem is i followed the over lay tutorial and it said something about vmt's so i wasnt sure but anyway i got them to work in hammer perfectly, but then when i run the map they dont apear ingame and its annoying me now :sad: and some things i change on my map dont change ingame its really silly.

i can upload my map if anybody wants to see it and i will add my txt thing from the compiling now ...

** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" "C:\MyMod\mapsrc\subway"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\steam\steamapps\SourceMods\TCOTH\materials
Loading C:\MyMod\mapsrc\subway.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 (-2069.00 1885.00 500.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3584.0, 1024.0, 636.5)
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 (-3232.5, 2048.0, 636.5)
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 (-3744.5, 2048.0, 636.5)
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 (-3072.0, 1536.0, 636.5)
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 (-4096.0, 1536.0, 636.5)
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:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" -fast "C:\MyMod\mapsrc\subway"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:\mymod\mapsrc\subway.bsp
reading c:\mymod\mapsrc\subway.prt
LoadPortals: couldn't read c:\mymod\mapsrc\subway.prt

** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" -noextra "C:\MyMod\mapsrc\subway"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\mymod\mapsrc\subway.bsp
No vis information, direct lighting only.
2464 faces
1 degenerate faces
142734 square feet [20553824.00 square inches]
0 displacements
0 square feet [0.00 square inches]
49 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
Build Patch/Sample Hash Table(s).....Done<0.0119 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
31 of 31 (100% 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 14/1024 672/49152 ( 1.4%)
brushes 499/8192 5988/98304 ( 6.1%)
brushsides 4147/65536 33176/524288 ( 6.3%)
planes 2208/65536 44160/1310720 ( 3.4%)
vertexes 3491/65536 41892/786432 ( 5.3%)
nodes 1678/65536 53696/2097152 ( 2.6%)
texinfos 528/12288 38016/884736 ( 4.3%)
texdata 25/2048 800/65536 ( 1.2%)
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 2464/65536 137984/3670016 ( 3.8%)
origfaces 1578/65536 88368/3670016 ( 2.4%)
leaves 1693/65536 54176/2097152 ( 2.6%)
leaffaces 2954/65536 5908/131072 ( 4.5%)
leafbrushes 958/65536 1916/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17715/512000 70860/2048000 ( 3.5%)
edges 10422/256000 41688/1024000 ( 4.1%)
LDR worldlights 49/8192 4312/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 164/32768 1640/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2481/65536 4962/131072 ( 3.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1891516/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 16622/393216 ( 4.2%)
LDR leaf ambient 1693/65536 40632/1572864 ( 2.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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 [variable] 1/4284 ( 0.0%)
pakfile [variable] 15061/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 185663/4194304 ( 4.4%)

Total Win32 BSP file data space used: 2779726 bytes

Linux Specific Data:
physicssurface [variable] 185663/6291456 ( 3.0%)

Total Linux BSP file data space used: 2779726 bytes

Total triangle count: 6475
Writing c:\mymod\mapsrc\subway.bsp
15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\MyMod\mapsrc\subway.bsp" "c:\program files\steam\steamapps\SourceMods\TCOTH\maps\subway.bsp"

html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Overlay problems Posted by ScottMan on Mon Mar 3rd 2008 at 11:57pm
ScottMan
1 post
Posted 2008-03-03 11:57pm
ScottMan
member
1 post 0 snarkmarks Registered: Mar 3rd 2008
Hi y'all, I'm new. Is it preferable to respond to year-old posts here, rather than start a new one? Apologies if I committed a faux pas here, but this seems the way it's done.

Anyway, I've faced this problem, too. Something that may help is, I accidentally loaded my "Half-Life 2 Episode 2" map with "Portal" selected from the drop-down menu.

Without knowing what I had done, I made changes to the map, then saved it. Afterwards, I realized what I did, so I loaded that map with "Half-Life 2 Episode 2" selected from the menu, made more changes, then saved it again.

I fear I saved a HL2 map as a Portal map, then saved that Portal map as a HL2 map. Something tells me that can't be good....

Now, whenever I try to add an overlay, and then run the level, it reverts back to the way it was before I added the overlay. It's as if the overlay prevents the map from updating some files somewhere.

Here's my compile log, if that helps:
"The system cannot find the file specified."
** Executing...
** Command: "c:\program files\steam\steamapps\slyfeind\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\slyfeind\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4"

Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: c:\program files\steam\steamapps\slyfeind\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\SteamApps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4.vmf
Patching WVT material: maps/jhelom4/nature/blendroadgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
! 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
Overlay touching too many faces (touching 217, max 64)
Overlay overlays/gravelpath01a at 87.7 -2321.5 8.0

** Executing...
** Command: "c:\program files\steam\steamapps\slyfeind\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\slyfeind\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\program files\steam\steamapps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4.bsp
reading c:\program files\steam\steamapps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4.prt
889 portalclusters
3001 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2252)
Optimized: 2625 visible clusters (0.00%)
Total clusters visible: 376424
Average clusters visible: 423
Building PAS...
Average clusters audible: 875
visdatasize:187824 compressed from 199136
writing c:\program files\steam\steamapps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4.bsp
37 minutes, 35 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\slyfeind\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\slyfeind\half-life 2 episode two\ep2" -noextra "C:\Program Files\Steam\SteamApps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4"

EnumerateApp( 420 ) failed: SteamEnumerateApp(420,0x140bfd34,0x140bfd78) failed with error 1: Failed to create key HKEY_CURRENT_USER\Software\Valve\Steam\Beta

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\slyfeind\sourcesdk\bin\orangebox\bin\prefabs\jhelom4.bsp" "c:\program files\steam\steamapps\slyfeind\half-life 2 episode two\ep2\maps\jhelom4.bsp"
Re: Overlay problems Posted by Gwil on Tue Mar 4th 2008 at 1:44am
Gwil
2864 posts
Posted 2008-03-04 1:44am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Don't worry about a late response, you seem to have researched your problem :smile:

Even though i'm the site admin, this is very technical - i'd copy the RMF over to a neutral format then copy back, perhaps?
Re: Overlay problems Posted by fishy on Tue Mar 4th 2008 at 2:35am
fishy
2623 posts
Posted 2008-03-04 2:35am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Starting your own thread means that you have the power to mark suggested answers as right or wrong, so it's normally better if you do that. Kudos for searching before posting though.

you have an overlay that's covering 217 faces, and as the extract from your compile log says, the max is 64.

Overlay touching too many faces (touching 217, max 64)
Overlay overlays/gravelpath01a at 87.7 -2321.5 8.0


That's where the bsp part of the compile comes to an abrupt end, with nothing in the log about a new one being written. The vis and rad parts of the compile don't know it's an old bsp that's still sitting in the directory, so go about their tasks anyway. The end result, nothing changes when you run your map.

Anyway, if the overlay in question doesn't seem to be on that many faces in hammer, then it may be that you have some small/complex piece/s of geometry touching the face that the overlay is on. This would slice the big face up during the compile, causing lots more faces. Turning the small pieces into func_detail would stop their slicing effect from happening.
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