cant find errors

cant find errors

Re: cant find errors Posted by deadlegend on Sun Jul 30th 2006 at 11:06am
deadlegend
38 posts
Posted 2006-07-30 11:06am
38 posts 4 snarkmarks Registered: Jun 19th 2006 Occupation: none Location: indiana,USA
** Executing...
** Command: "c:\program files\valve\steam\steamapps\red11392\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\red11392\counter-strike source\cstrike" "c:\program files\valve\steam\steamapps\red11392\sourcesdk_content\cstrike\mapsrc\cs_trashco"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\red11392\counter-strike source\cstrike\materials
Loading c:\program files\valve\steam\steamapps\red11392\sourcesdk_content\cstrike\mapsrc\cs_trashco.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
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 (5792.10 5703.24 71.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, -1024.0, 958.5)
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 (6144.0, -1536.0, 958.5)
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 (4608.0, -1024.0, 958.5)
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 (3584.0, -1024.0, 958.5)
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 (6144.0, -2560.0, 958.5)
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 (6144.0, -3584.0, 958.5)
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 (2560.0, -1024.0, 958.5)
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 (1536.0, -1024.0, 958.5)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (4) (3045665 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (9453670 bytes)
Error! prop_static using model "models/props/cs_assault/HandTruck.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/HandTruck.mdl"!
Error! prop_static using model "models/props_junk/PopCan01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/PopCan01a.mdl"!
Error! prop_static using model "models/props_junk/iBeam01a_cluster01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/iBeam01a_cluster01.mdl"!
Error! To use model "models/Cranes/crane_docks.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/Cranes/crane_docks.mdl"!
Error! To use model "models/props_lab/BigRock.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/BigRock.mdl"!
Static prop models/props_buildings/watertower_002a.mdl outside the map (4693.00, -1748.00, 790.00)
Error loading studio model ""!
Error! prop_static using model "models/props/cs_office/offpaintinga.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintinga.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingm.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingm.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingh.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingh.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingo.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingo.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingi.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingi.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingf.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingf.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingj.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingj.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingg.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingg.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingb.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingb.mdl"!
Error! prop_static using model "models/props/cs_office/TV_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/TV_plasma.mdl"!
Error! To use model "models/props_lab/ScrapyardDumpster.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/ScrapyardDumpster.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 706 texinfos to 505
Reduced 119 texdatas to 102 (4882 bytes to 3867)
Writing c:\program files\valve\steam\steamapps\red11392\sourcesdk_content\cstrike\mapsrc\cs_trashco.bsp
40 seconds elapsed
Memory leak: mempool blocks left in memory: 9

** Executing...
** Command: "c:\program files\valve\steam\steamapps\red11392\sourcesdk\bi
|*{im a noob at life simply ut}*|
Re: cant find errors Posted by midkay on Sun Jul 30th 2006 at 11:54am
midkay
398 posts
Posted 2006-07-30 11:54am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Ouch, you have quite a few errors.

First, you have a leak. Go to the Map menu, choose "Load Pointfile" (and click Yes) and you will get a red line in all your 2d/3d views leading from an object to an area outside the map. Plug this hole with a NODRAW brush (remember: displacements don't seal leaks) or a skybox brush, or resize whatever geometry might be leaving a gap. Then recompile and see if you still get the error; if you do, just "Load Pointfile" again and keep sealing all the holes until you don't get this error anymore. This is also causing all the FindPortalSide errors.

Apparently you're using NODRAW on some terrain (displacement) surfaces, which isn't supported. The map will still compile like this, but instead you should just delete the NODRAWed faces of the displacement (select them with the Material Face Edit tool and choose "destroy" on the Displacement tab).

As well, you have lots of "prop_static using x model" errors, and for each of these you must change the entity type from prop_static to a dynamic type, e.g. prop_physics_multiplayer (and you can enable "start asleep" and "motion disabled" flags on these if you don't want them to move, as well as "prevent motion enable on player bump").

Hope that helps. If you still have any problems left over or encounter any more, feel free to come back and ask.
-- midkay
Re: cant find errors Posted by omegaslayer on Sun Jul 30th 2006 at 7:09pm
omegaslayer
2481 posts
Posted 2006-07-30 7:09pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Whats "errs"? Do you mean "errors"? Please change the title of the
thread to something a little more identifyable so our system will work.

And yes, fix those leak(s) and a majority of your problems will go away. Also you need only post 1 compile log, rather than 2.

Also on another side note:

"fastvis = true"

Never run vis on fast, unless its for purely a test map, otherwise your
going to get a lot of errors that your going to come here asking about
when the siple solution is to run vis on normal.
Posting And You
Re: cant find errors Posted by deadlegend on Sun Jul 30th 2006 at 7:41pm
deadlegend
38 posts
Posted 2006-07-30 7:41pm
38 posts 4 snarkmarks Registered: Jun 19th 2006 Occupation: none Location: indiana,USA
i was just testing it
|*{im a noob at life simply ut}*|
Re: cant find errors Posted by Dark_Kilauea on Mon Jul 31st 2006 at 3:25am
Dark_Kilauea
629 posts
Posted 2006-07-31 3:25am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
I'd like to note that a test map, and testing a map, are two completely different things.

A test map is a box made in order to test 1 thing (like a group of env entities)
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/