compile log... errors?

compile log... errors?

Re: compile log... errors? Posted by Le Chief on Wed May 7th 2008 at 8:11am
Le Chief
2605 posts
Posted 2008-05-07 8:11am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Hey.

For my latest map, I am getting some strange messages in the compile log, I was wondering if somebody could kind of tell me if its normal or if I have any error(s). By the way, I am not compiling with rad and vis at this stage, and my water dosen't show up in game :confused: .

** Executing...
** Command: "c:\program files\steam\steamapps\aaronz92\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\aaronz92\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\aaronz92\sourcesdk_content\hl2mp\mapsrc\dam"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\aaronz92\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\aaronz92\sourcesdk_content\hl2mp\mapsrc\dam.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 prop_static (878.00 -1446.00 462.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (960.0, -640.0, 48.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (908.0, -519.5, -384.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (948.0, -632.5, -384.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1000.0, -665.0, -384.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (896.0, -520.0, -264.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (896.0, -636.0, -48.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (896.0, -712.0, -48.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (896.0, -520.0, -48.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 5309:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...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
Building Physics collision data...
done (0) (109801 bytes)
Error! To use model "models/props_foliage/tree_slice01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice01.mdl"!
Error! To use model "models/props_foliage/tree_slice02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 390 texinfos to 227
Reduced 46 texdatas to 43 (1189 bytes to 1096)
Writing C:\Program Files\Steam\steamapps\aaronz92\sourcesdk_content\hl2mp\mapsrc\dam.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\aaronz92\sourcesdk_content\hl2mp\mapsrc\dam.bsp" "c:\program files\steam\steamapps\aaronz92\half-life 2 deathmatch\hl2mp\maps\dam.bsp"
Aaron's Stuff
Re: compile log... errors? Posted by Riven on Wed May 7th 2008 at 8:37am
Riven
1640 posts
Posted 2008-05-07 8:37am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
That is a classic leaked compile log. You have a leak in your map, and so your water won't return until you seal it up. You need to use the pointfile tool.

Go here and look under the pointfile section to learn what it does and how to use it. It works every time. Once you fix your leak, you shouldn't see anymore "FindPortalside" errors.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: compile log... errors? Posted by Le Chief on Wed May 7th 2008 at 8:39am
Le Chief
2605 posts
Posted 2008-05-07 8:39am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Heh, so my problem was just a leak. Thanks Riven :wink:
Aaron's Stuff