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ZquiteGuys Sep 24, 2014 @ 12:58pm
L4D2 Authoring Tools Run map/Compile problem
Hello ive been useing L4D2 Authoring Tools for a while now to know the basics of it. Ive spent a good portion of my time making my map. When i first started makng my map it use to run the map but it would take a very long time compiling it to where i said ill do it later when i ill be out for a long time. Thats until i heard about run vis fast which would amke compiling so much faster so the map never actually got compiled until i tried to do the run vis fast part. Since the map never got actually got compiled i cant try to run it from in game. Now that ive added a lot more to it when i try to run the map the compile list or run map list is a lot shorter and it dosent run my map the compile/run list just disappears when its done and its very quick since its so short and im just sitting there look at the hammer window still able to edit and move. Ive loaded up some of my previous creatinos and they work fine its just this one map in particular. In the map ive done nothing but create the buildings and added props to the enviornment. This is the first time this has happened to me and im very confused on what ive done wrong ive looked up for soulutions on my problem but i havent found one.

Anyway heres the compile/run map list. Like i said its very short unlike my other creations.


materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess back up.vmf
Can't find surfaceprop stone for material STONE/STONE_EXT_05, using default
Brush 4346: MAX_MAP_PLANES
Side 5
Texture: BRICK/URBAN_A_BRICKWALL_03A



Sorry if i use any of these words out of context still learning.
Last edited by ZquiteGuys; Sep 24, 2014 @ 1:49pm
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Showing 1-5 of 5 comments
Wazanator Sep 24, 2014 @ 5:40pm 
Brush 4346: MAX_MAP_PLANES

So you have a brush issue, you can find that brush by going to View->Go To Brush number (ctrl+Shift+G) and type in that number.
ZquiteGuys Sep 24, 2014 @ 8:47pm 
Thank you for letting me know.
I belive i have fixed that issue after spending 2 hours and deleteing more than 400 pecias. But now i have a new problem the compile list is much larger now but it just closes and nothing happens i can still edit and move around in hammer. Ive noticed at the very end the max portal flow but i dont exatctly know what that is and i dont know what to do about it.

Heres the new compile log


materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.vmf
Can't find surfaceprop stone for material STONE/STONE_EXT_05, using default
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4525.3 138.9 -388.6)
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: Brush 3148:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6299.3 -1024.0 -596.0)
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: Brush 1252:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4525.3 -69.1 -388.6)
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: Brush 3094:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4511.8 -260.2 -412.2)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4514.5 -257.5 -414.1)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4517.0 -257.5 -411.0)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4517.0 -262.0 -411.0)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4517.1 -260.9 -413.5)
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: Brush 2993:

*** Suppressing further FindPortalSide errors.... ***
0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.prt...Building visibility clusters...
done (1)
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) (1343746 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5040 texinfos to 2488
Reduced 56 texdatas to 47 (1694 bytes to 1153)
Writing C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.bsp
14 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.prt
10855 portalclusters
37226 numportals
The map overflows the max portal count (37226 of max 32768)!


I appreciate you letting me know my previous problem as i have learned something new that will help me in the futher. I just hope you will be able to help me with my new one.
Rectus Sep 25, 2014 @ 3:39am 
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4525.3 138.9 -388.6)

You probably have some invalid or corrupt brushwork here. You can press Alt + P to have Hammer check for issues like invalid brushes.

Also, you'll want to remove the spaces from your maps filename, or you won't be able to load it in-game.
ZquiteGuys Sep 25, 2014 @ 11:48am 
When i prees Alt + P the only thing that come up is "There is no player start". I found a website that checks your compile logs and gives you solutions and i tried two of them for "findportalside: couldn't find a good match for which brush to assign to a portal near". Takeing large areas and splitting them into individual smaller pieces, had no luck. I then took any over lapping blocks and fixed them so that they dont over lap anymore. The only difference i noticed was the "map over flows the max portal count" which took the number from 37226 to 40393. I read that having the max portal count overflow will cause your map to fail compiling completely the max being 32768. The only solution ive seen for reduceing the number is to delete portions or better optimize. I would delete some parts but the map is a survival game mode and its already relatively small.

I may also have a problem with the load pointfile. When i try to find a leak in my map and I use the load pointfile it will open up a window so that i can open a map but when i press open for my current map im working on it comes up with an error saying the file dosent exists even though i have the map already open and saved.

Heres the link to the website ive been useing to check my logs and give me solutions.
http://www.interlopers.net/errors


Heres the most recent compile log


materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.vmf
Can't find surfaceprop stone for material STONE/STONE_EXT_05, using default
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4525.3 -69.1 -388.6)
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: Brush 3094:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4511.8 -260.2 -412.2)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4514.5 -257.5 -414.1)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4517.0 -257.5 -411.0)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4517.0 -262.0 -411.0)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4517.1 -260.9 -413.5)
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: Brush 2993:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4512.2 -238.3 -414.9)
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: Brush 3003:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4516.4 -238.3 -414.9)
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: Brush 3003:

*** Suppressing further FindPortalSide errors.... ***
0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (3)
writing C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.prt...Building visibility clusters...
done (0)
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) (1362874 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5078 texinfos to 2464
Reduced 56 texdatas to 47 (1694 bytes to 1153)
Writing C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.bsp
13 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Harvest & trustess test back up.prt
11704 portalclusters
40393 numportals
The map overflows the max portal count (40393 of max 32768)!
Rectus Sep 25, 2014 @ 12:08pm 
Unfortunately Hammer can't always find the issue. The findportalside message means that it has problems with splitting up the interior space of the map into areas (visleaves). It is pretty ambiguous about the cause of the issue, but you'll want to look near the coordiantes it mentions.

The overflow message is probably also caused by the same issue.


NODRAW on terrain surface!
You also have a nodraw texture applied to a displacement, which will also cause the compile to fail.
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Date Posted: Sep 24, 2014 @ 12:58pm
Posts: 5