compiling problem

compiling problem

Re: compiling problem Posted by please help me on Tue Apr 18th 2006 at 4:44pm
please help me
7 posts
Posted 2006-04-18 4:44pm
7 posts 1 snarkmarks Registered: Dec 26th 2005
** Executing...

** Command: "c:\steam\steamapps\pooty509\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\steam\steamapps\pooty509\half-life 2\hl2"
"c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01"

Valve Software - vvis.exe (Jan 2 2006)

1 threads

reading c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01.bsp

Error opening c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01.bsp

** Executing...

** Command: "c:\steam\steamapps\pooty509\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\steam\steamapps\pooty509\half-life 2\hl2"
"c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01"

Valve Software - vbsp.exe (Jan 2 2006)

1 threads

materialPath: c:\steam\steamapps\pooty509\half-life 2\hl2\materials

Loading c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)

**** leaked ****

Entity water_lod_control (1290.20 -6356.04 17653.40) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13312.0, -14848.0, -847.0)

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 (13168.0, -14336.0, 12871.0)

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 (12656.0, -14336.0, 12871.0)

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 (13168.0, -14336.0, 10291.4)

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 (13023.0, -14336.0, 10291.4)

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 (12655.0, -14336.0, 10291.4)

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 (12800.0, -14336.0, -3426.6)

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 (11776.0, -14336.0, 12871.0)

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:

*** Suppressing further FindPortalSide errors.... ***

Processing areas...done (0)

Building Faces...done (10)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 8 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

numvertexes == MAX_MAP_VERTS

** Executing...

** Command: Copy File

** Parameters:
"c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01.bsp"
"c:\steam\steamapps\pooty509\half-life 2\hl2\maps\d1_ocean_01.bsp"

The command failed. Windows reported the error:

"The system cannot find the file specified."

** Executing...

** Command: "c:\steam\steamapps\pooty509\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\steam\steamapps\pooty509\half-life 2\hl2"
"c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01"

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:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01.bsp

Error opening c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\d1_ocean_01.bsp

** Executing...

** Command: "c:\steam\steamapps\pooty509\half-life 2\hl2.exe"

** Parameters: -allowdebug -game "c:\steam\steamapps\pooty509\half-life 2\hl2" +map "d1_ocean_01"

........uhhh..im realy confused about this one..ive read it and i
fOrGeT what a leak
is.....................................................................................................

.....................................................................................................!!

SIGH!!
Re: compiling problem Posted by ReNo on Tue Apr 18th 2006 at 6:44pm
ReNo
5457 posts
Posted 2006-04-18 6:44pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well your big problem here is that you are running the compile tools in the wrong order. The first tool you should be using is BSP, not VIS, which is why it reports an error. Run the tools in this order - BSP, VIS, RAD - and you should get things working better. If not, post again and I'll look into it in greater detail.

As for the leak problem, well here's a brief run through. When you are building levels for the Source engine you have to ensure that they are sealed. This means that there should be no opening from the inside of your level out to the "void" - the areas outside your level. The outside shell of your level - the brushes that act as the barrier between the inside of the map and the void outside - is known as the hull, and that hull must be made up of world brushes (ie. not brushes that you have turned into entities, like func_detail or func_wall). Leaks are also sometimes caused by placing entities (such as NPCs, lights, etc...) outside the hull of the level, so ensure you keep everything inside.

There are several ways you can find leaks, all of which have been well documented here and elsewhere. Search the forums, tutorials, or other sites and you'll get a better explanation that I can give here.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: compiling problem Posted by please help me on Tue Apr 18th 2006 at 6:47pm
please help me
7 posts
Posted 2006-04-18 6:47pm
7 posts 1 snarkmarks Registered: Dec 26th 2005
thank you.
Re: compiling problem Posted by ReNo on Tue Apr 18th 2006 at 7:22pm
ReNo
5457 posts
Posted 2006-04-18 7:22pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
No problem. If my post answered your question, please mark it answered. You should see some options above my post that allow you to mark it. Doing this keeps our system updated and rewards people for answering questions so it's in everybodies best interest, ta :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: compiling problem Posted by please help me on Tue Apr 18th 2006 at 8:11pm
please help me
7 posts
Posted 2006-04-18 8:11pm
7 posts 1 snarkmarks Registered: Dec 26th 2005
sorry that didnt help :sad:
Re: compiling problem Posted by ReNo on Tue Apr 18th 2006 at 8:37pm
ReNo
5457 posts
Posted 2006-04-18 8:37pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It's probably just a path error if you are still getting the problem with the tools not finding the file specified. Make sure that you are saving the .vmf file (ie. the map) into the "c:\steam\steamapps\pooty509\sourcesdk_content\hl2\mapsrc\..." directory before you compile.

If thats not the problem, then can you post the compile log again now that the tools are running the right order please? It might give us more clues.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: compiling problem Posted by reaper47 on Wed Apr 19th 2006 at 12:46pm
reaper47
2827 posts
Posted 2006-04-19 12:46pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
sorry that didnt help :sad:
Change it anyway and re-post the new compile log. Maybe you have more errors that only show up now.
Re: compiling problem Posted by Orpheus on Thu Apr 20th 2006 at 10:50am
Orpheus
13860 posts
Posted 2006-04-20 10:50am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Of all the things I wish I could change it would be that damnable red answer wrong option.

Most times when all is said and done, the answer was indeed in the red.

One thing I want to know is, whats this "Contents_Solid"???

I don't recall ever seeing it in a compile log before.

I also, have no faith in someones ability to solve a problem who sighs in as "please help me" :rolleyes:

Its even in lower case. No "Please help me" even.

The best things in life, aren't things.
Re: compiling problem Posted by reaper47 on Thu Apr 20th 2006 at 11:15am
reaper47
2827 posts
Posted 2006-04-20 11:15am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
One thing I want to know is, whats this "Contents_Solid"???
I don't recall ever seeing it in a compile log before.
Contents solid usually comes up when you have a leak...
Re: compiling problem Posted by Orpheus on Thu Apr 20th 2006 at 11:22am
Orpheus
13860 posts
Posted 2006-04-20 11:22am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
reaper47 said:
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<div class="quotetext">One thing I want to know is, whats this "Contents_Solid"???
I don't recall ever seeing it in a compile log before.
Contents solid usually comes up when you have a leak...</div></div>

I must have slept in class. I don't doubt you, I just seem to not recall. But, how can you have a leak, when the map is compiled in the wrong sequence? For that matter, why didn't the compile halt?

Used to, if there was a major error, the compile halted. I would consider compiling out of order, something major.

</div>

The best things in life, aren't things.
Re: compiling problem Posted by fishy on Thu Apr 20th 2006 at 12:30pm
fishy
2623 posts
Posted 2006-04-20 12:30pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
"numvertexes == MAX_MAP_VERTS" kills the vbsp proccess, which is why "The system cannot find the file specified." (there is no bsp created)

is this a big map with lots of carved bits?
i eat paint
Re: compiling problem Posted by PackRat on Sat Apr 22nd 2006 at 4:11am
PackRat
7 posts
Posted 2006-04-22 4:11am
PackRat
member
7 posts 31 snarkmarks Registered: Feb 1st 2006
But, how can you have a leak, when the map is compiled in the wrong sequence? For that matter, why didn't the compile halt?
Used to, if there was a major error, the compile halted. I would consider compiling out of order, something major.
Its because BSP, VIS and RAD are entirely separate programs. Aside from being passed the name of the file they need to work on (and various config options), they don't interact with Hammer or each other in any way. As such they have no concept of the order they are run.

VIS errored because it couldnt find the bsp (because BSP hadnt yet made one)
BSP ran as usual but found leaks and died
RAD errored because it couldn't find the bsp (BSPs fault)

What I'm curious about is what program he was using (Hammer or another batch compiler) and how he managed to get it to run them out of order :smile:
Re: compiling problem Posted by reaper47 on Mon Apr 24th 2006 at 5:29pm
reaper47
2827 posts
Posted 2006-04-24 5:29pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
? quoting reaper47

? quote:
One thing I want to know is, whats this "Contents_Solid"???
I don't recall ever seeing it in a compile log before.

Contents solid usually comes up when you have a leak...

I must have slept in class. I don't doubt you, I just seem to not recall. But, how can you have a leak, when the map is compiled in the wrong sequence? For that matter, why didn't the compile halt?
Used to, if there was a major error, the compile halted. I would consider compiling out of order, something major.
Like PackRat said, VIS could have run a BSP from the last compile.