[Before asking for help] Compile log checker

Discussion in 'Mapping Questions & Discussion' started by YM, Feb 10, 2008.

  1. I dinne ken

    I dinne ken L3: Member

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    I don't really know. I wasn't around when this started. But that's what he said and nobody has yet come out saying that they are working on it.
     
  2. R4Y

    R4Y L1: Registered

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    helped me very much thank you
     
  3. Righteous Anonymous

    Righteous Anonymous L1: Registered

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    Hello I'm new to the TF2 mapping community and I've been having problems with one of my maps. It does not load up the changes when I run. I've tried Interlopers.net but I'm still confused on how everything works about.


    ** 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\Team Fortress 2\sourcesdk_content\tf\mapsrc\tutorial.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\tutorial.vmf
    Patching WVT material: maps/tutorial/cp_mountainlab/nature/blendrocktograss002_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 light_environment (0.00 48.00 9.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 1536.0 256.0)
    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 (3584.0 2048.0 256.0)
    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 2048.0 256.0)
    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 (4096.0 512.0 256.0)
    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 (3304.2 -1024.0 8.0)
    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 (3816.2 -1024.0 8.0)
    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 (3584.0 -1024.0 280.0)
    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 (3584.0 -1024.0 -16.0)
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Error! Entity sky_camera in solid volume! at -16.0 1392.0 9.0


    ** 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\Team Fortress 2\sourcesdk_content\tf\mapsrc\tutorial"

    Valve Software - vvis.exe (Oct 14 2017)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tutorial.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tutorial.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tutorial.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\Team Fortress 2\sourcesdk_content\tf\mapsrc\tutorial"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tutorial.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    30 faces
    38208 square feet [5501952.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    30 patches before subdivision
    1542 patches after subdivision
    sun extent from map=0.000000
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 96574, max 171
    transfer lists: 0.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(780, 774, 774)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(110, 109, 109)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(16, 15, 15)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2, 2, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 11/8192 132/98304 ( 0.1%)
    brushsides 66/65536 528/524288 ( 0.1%)
    planes 56/65536 1120/1310720 ( 0.1%)
    vertexes 35/65536 420/786432 ( 0.1%)
    nodes 33/65536 1056/2097152 ( 0.1%)
    texinfos 8/12288 576/884736 ( 0.1%)
    texdata 5/2048 160/65536 ( 0.2%)
    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 30/65536 1680/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 16/65536 896/3670016 ( 0.0%)
    leaves 36/65536 1152/2097152 ( 0.1%)
    leaffaces 30/65536 60/131072 ( 0.0%)
    leafbrushes 25/65536 50/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 184/512000 736/2048000 ( 0.0%)
    edges 93/256000 372/1024000 ( 0.0%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 23648/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 44/16777216 ( 0.0%)
    entdata [variable] 804/393216 ( 0.2%)
    LDR ambient table 36/65536 144/262144 ( 0.1%)
    HDR ambient table 36/65536 144/262144 ( 0.1%)
    LDR leaf ambient 109/65536 3052/1835008 ( 0.2%)
    HDR leaf ambient 36/65536 1008/1835008 ( 0.1%)
    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] 1/214 ( 0.5%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 4165/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 60
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tutorial.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\tutorial.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\tutorial.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" -windowed -noborder -w 1920 -h 1080 -novid +map "tutorial" -steam
     
  4. Necrσ

    aa Necrσ

    Messages:
    201
    Positive Ratings:
    464
    Your map has a leak, which means that at least one entity in your map is not entierly sealed from the void by solid brushes. Check out this vid which covers what leaks are and how to fix em (you should also check out the rest of Crash's tutorial series if you havent already):


    Also on a side note, your probably better off creating your own help thread rather than posting in one from 10 years ago
     
  5. Asd417

    aa Asd417 L1: Registered

    Messages:
    697
    Positive Ratings:
    481
    What would be better is to actually use the compile log checker as written in the thread :p
     
    • Agree Agree x 1
  6. Righteous Anonymous

    Righteous Anonymous L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Oh wow those were quick replies. Thank you for your help :)