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Compiling error

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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. :notwant:

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 don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did.

Show us the compile log.

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 Finish

Object 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.

I don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did.

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.

the center point(or whatever its called) for the potralgun might be outside the map

Image
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true
Quote:
the center point(or whatever its called) for the potralgun might be outside the map

If 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 map

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.

I don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did.
appunxintator 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.

displacments cant either

Image
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true

Neither can holes.

taco wrote:
Neither can holes.

:potd:

Image
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true
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