Re: Compiling explanation...? (subject changed)
Posted by Dheath on
Tue Apr 11th 2006 at 5:22pm
3 posts
0 snarkmarks
Registered:
Apr 11th 2006
Nice, this forum breaks post if you edit it...
Message submitted 15 minutes after original post:
So
I tought to do a map for mod named Dystopia. Everything went fine exept it always errored from some spawn points are leaking (not info_playerstart) but it still worked. Now when I removed every entity from my map (no info_p... . creating brushes first) it errored that info_playerstart has leaked. I was just creating one totally separate room and when I looked it with noclip I noticed that other places are gone. Well, I compiled it again with the start entity in the bigger place. Then the leaked error comed. Why it was like this?
Or does map work if player leaked? (It was pitch-dark when tested
I started to block some areas and trying to see where exactly is the leak. But when i tried it second time it compiled the earlyer map (which wasent on my hard drive any more...). Tried it a second time. Didn't work. Again it was the erlyer map no matter what I did. I restarted the computer, opened hammer and loaded my map (again). Hammer showed the last saved map just like it should do. Then i deleted all temporary bsp files on that map. Compiled the map and then tried it with HL2 but it just isnt the map that i had in hammer. It is the early compiled map. Can somebody give some explanation on this? (Worst problem right now)
The compile log that this forum requires:
materialPath: c:\program files\valve\steam\SteamApps\SourceMods\dystopia\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\dystopia\maps\RMF\2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...Brush 86394: WARNING, microbrush
Brush 86383: WARNING, microbrush
Brush 86353: WARNING, microbrush
6...7...8...9...10**** leaked ****
Entity dys_spawn (8491.59 6261.53 6412.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0, 8192.0, 8037.5)
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 (9216.0, 8265.4, 8930.2)
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 (9216.0, 8594.1, 8702.9)
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 (9216.0, 8240.2, 8142.4)
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 (9216.0, 8704.0, 9201.5)
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 (9216.0, 8600.0, 8172.7)
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 (9216.0, 9112.0, 8460.2)
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 (9216.0, 8704.0, 7077.4)
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...
Too many t-junctions to fix up!
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.prt
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\dheath\sourcesdk\bin\lights.rad.
Loading c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
6 faces
1441 square feet [207528.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
314 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17872, max 127
transfer lists: 0.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 1/1024 48/49152 ( 0.1%)
brushes 2128/8192 25536/98304 (26.0%)
brushsides 38960/65536 311680/524288 (59.4%)
planes 56092/65536 1121840/1310720 (85.6%) VERY FULL!
vertexes 31/65536 372/786432 ( 0.0%)
nodes 12/65536 384/2097152 ( 0.0%)
texinfos 12/12288 864/884736 ( 0.1%)
texdata 10/2048 320/65536 ( 0.5%)
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 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 14/65536 448/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 2262/65536 4524/131072 ( 3.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4336/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 287/393216 ( 0.1%)
LDR leaf ambient 14/65536 336/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 14863/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 761811/4194304 (18.2%)
Total Win32 BSP file data space used: 2248705 bytes
Linux Specific Data:
physicssurface [variable] 761811/6291456 (12.1%)
Total Linux BSP file data space used: 2248705 bytes
Total triangle count: 12
Writing c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
1 second elapsed
From compiling logs:
"
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...Brush 86394: WARNING, microbrush
Brush 86383: WARNING, microbrush
Brush 86353: WARNING, microbrush
6...7...8...9...10
"
What this exactly means?
How can i go to coordinates like this: "(9216.0, 8704.0, 7077.4)"?
"
FindPortalSide: Couldn't find a good
Re: Compiling explanation...? (subject changed)
Posted by Dheath on
Wed Apr 12th 2006 at 5:34pm
3 posts
0 snarkmarks
Registered:
Apr 11th 2006
Thanks!! That helped a lot! That was very helpful!
Most of the problems is succesfully removed. :smile:
Especially thanks for the leak finding tool.
There are still some things I would like to know:
.....
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
Building Physics collision data...
done (1) (485235 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (485235 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 27 texinfos to 16
Reduced 10 texdatas to 8 (244 bytes to 186)
Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\dystopia\maps\RMF\2.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 1
** Executing...
** Command: "c:\program files\valve\steam\steamapps\dheath\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\dystopia" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\dystopia\maps\RMF\2"
Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.prt
1152 portalclusters
3333 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (285) [**]
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1713 visible clusters (0.00%)
Total clusters visible: 166888
Average clusters visible: 144
Building PAS...
Average clusters audible: 382
visdatasize:150385 compressed from 331776
writing c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
4 minutes, 50 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\dheath\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\dystopia" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\dystopia\maps\RMF\2"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad. [***]
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\dheath\sourcesdk\bin\lights.rad.
Loading c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
4408 faces
25 degenerate faces
93503 square feet [13464519.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4383 patches before subdivision
19979 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 2202076, max 563
transfer lists: 16.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0183 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
.....
Total triangle count: 13173 [****]
Writing c:\program files\valve\steam\steamapps\sourcemods\dystopia\maps\rmf\2.bsp
14 seconds elapsed
[*] Is this a problem?
[**] This phase takes lots of time. Why? What is it trying to do here?
[***] There are no lights but will this cause problems when i create them?
[****] Is this a bad thing?
Thanks for all the help. I really appreciate it!