Compiling error
Quote from appunxintator on June 11, 2008, 6:49 pmI know I made a topic for this before, but that seems to have died, so I'll ask again.
When I try to compile my map, right after "Building Physics Collision Data", a message pops up saying that vbsp.exe has to close.
What makes that weirder is that the compilation keeps going. When it finishes and I load portal, my map hasn't been updated (it compiled before plenty of times).
If someone could let me know how to fix this, please do (don't say to re-install SDK, because I did that already).
I know I made a topic for this before, but that seems to have died, so I'll ask again.
When I try to compile my map, right after "Building Physics Collision Data", a message pops up saying that vbsp.exe has to close.
What makes that weirder is that the compilation keeps going. When it finishes and I load portal, my map hasn't been updated (it compiled before plenty of times).
If someone could let me know how to fix this, please do (don't say to re-install SDK, because I did that already).
Quote from appunxintator on June 12, 2008, 5:19 pm
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappskuremalassourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskuremalasportalportal" "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01"Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:program filessteamsteamappskuremalasportalportalmaterials
Loading C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity weapon_portalgun (242.00 -384.50 55.00) leaked!FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 -2048.0 96.0)
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 (0.0 -1288.0 -336.0)
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 -1288.0 64.0)
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 -1288.0 156.0)
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 -1672.0 -244.0)
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 -1160.0 -272.0)
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 -1160.0 156.0)
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 -1032.0 -244.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 56 detail faces...done (0)
Merging details...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...
done (0) (308255 bytes)** Executing...
** Command: "c:program filessteamsteamappskuremalassourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskuremalasportalportal" "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01"Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp
reading c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.prt
LoadPortals: couldn't read c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.prt** Executing...
** Command: "c:program filessteamsteamappskuremalassourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappskuremalasportalportal" "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01"Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp
Setting up ray-trace acceleration structure... Done (0.39 seconds)
753 faces
19704 square feet [2837441.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
753 patches before subdivision
5557 patches after subdivision
178 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 466130, max 377
transfer lists: 3.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(19441, 28660, 33434)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3530, 5556, 6558)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(791, 1310, 1528)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(204, 354, 408)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(55, 100, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(16, 30, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 9, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
160 of 176 (90% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 276/8192 3312/98304 ( 3.4%)
brushsides 1936/65536 15488/524288 ( 3.0%)
planes 588/65536 11760/1310720 ( 0.9%)
vertexes 1423/65536 17076/786432 ( 2.2%)
nodes 145/65536 4640/2097152 ( 0.2%)
texinfos 37/12288 2664/884736 ( 0.3%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 753/65536 42168/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 686/65536 38416/3670016 ( 1.0%)
leaves 148/65536 4736/2097152 ( 0.2%)
leaffaces 920/65536 1840/131072 ( 1.4%)
leafbrushes 401/65536 802/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6296/512000 25184/2048000 ( 1.2%)
edges 4384/256000 17536/1024000 ( 1.7%)
LDR worldlights 178/8192 15664/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 41/32768 410/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 804/65536 1608/131072 ( 1.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 306984/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 844/16777216 ( 0.0%)
entdata [variable] 4098/393216 ( 1.0%)
LDR ambient table 148/65536 592/262144 ( 0.2%)
HDR ambient table 148/65536 592/262144 ( 0.2%)
LDR leaf ambient 476/65536 13328/1835008 ( 0.7%)
HDR leaf ambient 148/65536 4144/1835008 ( 0.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/664 ( 0.2%)
pakfile [variable] 212364/0 ( 0.0%)
physics [variable] 102385/4194304 ( 2.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 2022
Writing c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp
25 seconds elapsed** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp" "c:program filessteamsteamappskuremalasportalportalmapsappun_chamber_01.bsp"I know it says there's a leak, but I can't find it. The portalgun is inside the playing area. (BTW, I used the portalgun stand from one of your prefabs, Aldez)
I have no idea what most of this means, so I can't decipher it myself.
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappskuremalassourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskuremalasportalportal" "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01"Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:program filessteamsteamappskuremalasportalportalmaterials
Loading C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity weapon_portalgun (242.00 -384.50 55.00) leaked!FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 -2048.0 96.0)
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 (0.0 -1288.0 -336.0)
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 -1288.0 64.0)
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 -1288.0 156.0)
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 -1672.0 -244.0)
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 -1160.0 -272.0)
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 -1160.0 156.0)
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 -1032.0 -244.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 56 detail faces...done (0)
Merging details...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...
done (0) (308255 bytes)** Executing...
** Command: "c:program filessteamsteamappskuremalassourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskuremalasportalportal" "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01"Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp
reading c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.prt
LoadPortals: couldn't read c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.prt** Executing...
** Command: "c:program filessteamsteamappskuremalassourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappskuremalasportalportal" "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01"Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp
Setting up ray-trace acceleration structure... Done (0.39 seconds)
753 faces
19704 square feet [2837441.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
753 patches before subdivision
5557 patches after subdivision
178 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 466130, max 377
transfer lists: 3.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(19441, 28660, 33434)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3530, 5556, 6558)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(791, 1310, 1528)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(204, 354, 408)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(55, 100, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(16, 30, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 9, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
160 of 176 (90% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 276/8192 3312/98304 ( 3.4%)
brushsides 1936/65536 15488/524288 ( 3.0%)
planes 588/65536 11760/1310720 ( 0.9%)
vertexes 1423/65536 17076/786432 ( 2.2%)
nodes 145/65536 4640/2097152 ( 0.2%)
texinfos 37/12288 2664/884736 ( 0.3%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 753/65536 42168/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 686/65536 38416/3670016 ( 1.0%)
leaves 148/65536 4736/2097152 ( 0.2%)
leaffaces 920/65536 1840/131072 ( 1.4%)
leafbrushes 401/65536 802/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6296/512000 25184/2048000 ( 1.2%)
edges 4384/256000 17536/1024000 ( 1.7%)
LDR worldlights 178/8192 15664/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 41/32768 410/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 804/65536 1608/131072 ( 1.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 306984/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 844/16777216 ( 0.0%)
entdata [variable] 4098/393216 ( 1.0%)
LDR ambient table 148/65536 592/262144 ( 0.2%)
HDR ambient table 148/65536 592/262144 ( 0.2%)
LDR leaf ambient 476/65536 13328/1835008 ( 0.7%)
HDR leaf ambient 148/65536 4144/1835008 ( 0.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/664 ( 0.2%)
pakfile [variable] 212364/0 ( 0.0%)
physics [variable] 102385/4194304 ( 2.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 2022
Writing c:program filessteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp
25 seconds elapsed** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappskuremalassourcesdk_contentportalmapsrcappun_chamber_01.bsp" "c:program filessteamsteamappskuremalasportalportalmapsappun_chamber_01.bsp"
I know it says there's a leak, but I can't find it. The portalgun is inside the playing area. (BTW, I used the portalgun stand from one of your prefabs, Aldez)
I have no idea what most of this means, so I can't decipher it myself.
Quote from Remmiz on June 12, 2008, 5:38 pmMap>Load Map Pointfile
This will draw a red line to the leak.Oh and by the way since there seems to be some confusion, the line:
- Code: Select all
Entity weapon_portalgun (242.00 -384.50 55.00) leaked!
only means that entity is the closest one to the leak, not that it is out of the map.
Map>Load Map Pointfile
This will draw a red line to the leak.
Oh and by the way since there seems to be some confusion, the line:
- Code: Select all
Entity weapon_portalgun (242.00 -384.50 55.00) leaked!
only means that entity is the closest one to the leak, not that it is out of the map.
Quote from Doomsday192 on June 12, 2008, 5:48 pmthe center point(or whatever its called) for the potralgun might be outside the map
the center point(or whatever its called) for the potralgun might be outside the map
Quote from appunxintator on June 12, 2008, 8:57 pmQuote:the center point(or whatever its called) for the potralgun might be outside the mapIf thats it, then blame Aldez because its his prefab.
Quote:only means that entity is the closest one to the leak, not that it is out of the mapI'll be sure to check that.
EDIT:Neither of these seems to be right; I did load pointfile, but the red line went straight through the middle of a brush.
I tried deleting the portalgun, but that didn't work.
I could always start over, I'm not very far through my map.
If thats it, then blame Aldez because its his prefab.
I'll be sure to check that.
EDIT:Neither of these seems to be right; I did load pointfile, but the red line went straight through the middle of a brush.
I tried deleting the portalgun, but that didn't work.
I could always start over, I'm not very far through my map.
Quote from Remmiz on June 12, 2008, 10:13 pmappunxintator wrote:EDIT:Neither of these seems to be right; I did load pointfile, but the red line went straight through the middle of a brush.Is that brush an entity such as func_brush or func_detail because entities cannot seal a map.
Is that brush an entity such as func_brush or func_detail because entities cannot seal a map.
Quote from Doomsday192 on June 12, 2008, 11:57 pmdisplacments cant either
displacments cant either
Quote from Doomsday192 on June 13, 2008, 12:48 amtaco wrote:Neither can holes.