Source SDK

Source SDK

blue911 Jan 24, 2014 @ 6:33am
STRANGE HAMMER ERROR!!!
hello i have just fixed the missing the specified file error and got the compile to work but i put in some invisible textures and now whenever i compile it it closes out after the valve logo comes
PLEASE HELP here is the compile console








** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
2 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.vmf
Patching WVT material: maps/trade_bonk_v1/brick/blendcobbletocobblesnow001_wvt_patch
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_dynamic (-4956.23 102.21 391.33) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 6144.0 3680.0)
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 (4096.0 5632.0 3680.0)
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 (2560.0 6144.0 3680.0)
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 (1536.0 6144.0 3680.0)
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 (0.0 5632.0 3680.0)
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 (512.0 6144.0 3680.0)
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 (4096.0 4608.0 3680.0)
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 (4096.0 3584.0 3680.0)
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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Degenerate Triangle
(2688.00, 208.00, 367.07), (2688.00, 208.00, 367.07), (2688.00, 232.00, 367.52)
Degenerate Triangle
(2688.00, 208.00, 367.07), (2688.00, 208.00, 367.07), (2688.00, 184.00, 365.90)
done (0) (744002 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 142 texinfos to 121
Reduced 32 texdatas to 31 (824 bytes to 791)
Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1"

Valve Software - vvis.exe (Dec 18 2013)
2 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1"

Valve Software - vrad.exe SSE (Dec 18 2013)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.32 seconds)
1715 faces
1 degenerate faces
3919926 square feet [564469376.00 square inches]
12 Displacements
94440 Square Feet [13599478.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 132/8192 1584/98304 ( 1.6%)
brushsides 850/65536 6800/524288 ( 1.3%)
planes 934/65536 18680/1310720 ( 1.4%)
vertexes 2336/65536 28032/786432 ( 3.6%)
nodes 1251/65536 40032/2097152 ( 1.9%)
texinfos 121/12288 8712/884736 ( 1.0%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 126835/0 126835/0 ( 0.0%)
faces 1715/65536 96040/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 664/65536 37184/3670016 ( 1.0%)
leaves 1270/65536 40640/2097152 ( 1.9%)
leaffaces 1895/65536 3790/131072 ( 2.9%)
leafbrushes 539/65536 1078/131072 ( 0.8%)
areas 5/256 40/2048 ( 2.0%)
surfedges 10608/512000 42432/2048000 ( 2.1%)
edges 5556/256000 22224/1024000 ( 2.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 119/32768 1190/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1698/65536 3396/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1319372/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 67008/393216 (17.0%)
LDR ambient table 1270/65536 5080/262144 ( 1.9%)
HDR ambient table 1270/65536 5080/262144 ( 1.9%)
LDR leaf ambient 781/65536 21868/1835008 ( 1.2%)
HDR leaf ambient 1270/65536 35560/1835008 ( 1.9%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 106110/0 ( 0.0%)
physics [variable] 744002/4194304 (17.7%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4522
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\trade_bonk_v1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_bonk_v1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "trade_bonk_v1" -steam
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Showing 1-1 of 1 comments
Mr. Eagle Jan 24, 2014 @ 7:38am 
Results: A total of 14 errors, of which 5 are different
Found in:
Line 11, line 12
problem:
A LEAK (leak) is basically a hole in the level. If one imagines one would fill his map with water and somewhere might leak something, then you have a LEAK. The same message is obtained by the way, when a point-entity (eg light or info_player_start etc.) is outside the enclosed space of the map.
This error is (among other things) responsible for ensuring that the compile fails.
solution:
Find leak and close, or move or delete the entity that caused the problem in the interior of the map. The Point file can be loaded in the hammer editor and tracked in the camera. Additional Note: The coordinates of the entity behind capture_point @ (x, y, z) are, are NOT the coordinates of the LEAK! You specify only the position of the entity, was discovered from which the leak (the compiler locate leaks of entities from).

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (X,Y,Z)
Found in:
Line 14, line 23, line 32, line 41, line 50, line 59, line 68, line 77
problem:
The error is, among others, "Contents_Solid" a frequent accompaniment of leaks.
solution:
Fix the leak. If there is no leak, then the brush in question should be reset and the best simplified, so that the error no longer occurs.

Degenerate Triangle
Found in:
Line 103, line 105
problem:
This error refers to a triangle (engl: Triangle) has the no face (Face). As we all know has a triangle 3 vertices (vertex), there are 2 Vertice about each other so there are only two vertices and it can no longer be stretched triangle. We now have a line with the VBSP can not do anything, can or VBSP not do anything with the surface, since a line is known to have no face. You can hear the concerns of these errors only displacement maps, but may well also be an invalid solid structure have been triggered
solution:
Search with Alt + P to Invalid Solid Structures

---- vis ---- 1 thread(s) LoadPortals: couldn't read c:\....\....\mapname.prt No vising performed.
Found in:
line 123
problem:
This is NOT an error of VIS. It means that has occurred in a BSP problem and therefore the mapname.prt ("portal-file") could not write, which is required of the VIS in order to perform the visibility calculation correctly.
Consequence of this warning is that the map is not optimized, the r_speeds be much higher than necessary. In addition, wid qrad-if at all-only performed "poorly".
This error is (among other things) responsible for ensuring that the compile fails.
solution:
Previous locate errors and repair or, if necessary, review the paths in the settings

Degenerate Faces
Found in:
line 141
problem:
You have a surface has no surface (face), ie you have a triangle and all three vertices (vertex) are superimposed. It is enough if two vertices of a triangle lie on each other. Geometrically, this can only lead to a line (2 vertices), as we know has a line any surface and so the cause of these errors. VRAD then tries to calculate the light based on the lightmap this nonexistent space and then this error message
solution:
This error may have occurred due to faulty Displacementmaps about, check your Displacements on "Degenerate Faces"
Last edited by Mr. Eagle; Jan 24, 2014 @ 7:40am
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Date Posted: Jan 24, 2014 @ 6:33am
Posts: 1