So many problems with this map... please assist =(

cjr605

L1: Registered
Nov 28, 2009
7
0
I have been editing the sdk version of badwater a bit, and I have been having so much trouble.

First off, the skybox is fail. I did not touch the skybox that valve put it in, and yet it looks like this:

pl_frozenwater10002.jpg


And then, when I look towards a certain direction of the map, I get an error in the top corner (Warning: overflowed CClientRenderablesList group 7) <-- this has been a bitch to find any help on.

Here's my compile log:

----------------------------------------------------------------------------------

materialPath: c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.vmf
Patching WVT material: maps/pl_frozenwater1/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/pl_frozenwater1/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (-1344.00 -1784.00 192.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 11776.0 -344.0)
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 (4608.0 12288.0 -344.0)
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 12288.0 -344.0)
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 (5120.0 10752.0 -344.0)
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 (5120.0 9728.0 -344.0)
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 (5120.0 8704.0 -344.0)
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 12288.0 -344.0)
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 12288.0 -344.0)
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 130 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (2)
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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 216 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (-272.00 -1360.00 384.00)
Warning: invalid neighbor connection on displacement near (-272.00 -1360.00 128.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1360.00 128.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1360.00 128.00)
Warning: invalid neighbor connection on displacement near (-272.00 -1360.00 640.00)
Warning: invalid neighbor connection on displacement near (-272.00 -1360.00 384.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1360.00 384.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1360.00 384.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 640.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 640.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 384.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 384.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 384.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 128.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 128.00)
Warning: invalid neighbor connection on displacement near (-128.00 -1320.00 128.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (7) (1470759 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7210 texinfos to 4654
Reduced 204 texdatas to 187 (5248 bytes to 4677)
Writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.bsp
1 minute, 2 seconds elapsed



2 threads
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.bsp
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.prt



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.bsp
No vis information, direct lighting only.
19617 faces
105 degenerate faces
4035031 square feet [581044480.00 square inches]
994 Displacements
411664 Square Feet [59279672.00 Square Inches]
169 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0999 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 160/1024 7680/49152 (15.6%)
brushes 3888/8192 46656/98304 (47.5%)
brushsides 30728/65536 245824/524288 (46.9%)
planes 17402/65536 348040/1310720 (26.6%)
vertexes 33269/65536 399228/786432 (50.8%)
nodes 15877/65536 508064/2097152 (24.2%)
texinfos 4654/12288 335088/884736 (37.9%)
texdata 187/2048 5984/65536 ( 9.1%)
dispinfos 994/0 174944/0 ( 0.0%)
disp_verts 43834/0 876680/0 ( 0.0%)
disp_tris 64352/0 128704/0 ( 0.0%)
disp_lmsamples 1380124/0 1380124/0 ( 0.0%)
faces 19617/65536 1098552/3670016 (29.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11238/65536 629328/3670016 (17.1%)
leaves 16038/65536 513216/2097152 (24.5%)
leaffaces 21203/65536 42406/131072 (32.4%)
leafbrushes 11913/65536 23826/131072 (18.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 141379/512000 565516/2048000 (27.6%)
edges 83448/256000 333792/1024000 (32.6%)
LDR worldlights 169/8192 14872/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1858/32768 18580/327680 ( 5.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 31965/65536 63930/131072 (48.8%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 201/512 70752/180224 (39.3%)
LDR lightdata [variable] 13130512/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 466639/393216 (118.7%) VERY FULL!
LDR ambient table 16038/65536 64152/262144 (24.5%)
HDR ambient table 16038/65536 64152/262144 (24.5%)
LDR leaf ambient 73416/65536 2055648/1835008 (112.0%) VERY FULL!
HDR leaf ambient 16038/65536 449064/1835008 (24.5%)
occluders 14/0 560/0 ( 0.0%)
occluder polygons 17/0 204/0 ( 0.0%)
occluder vert ind 77/0 308/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/102562 ( 0.0%)
pakfile [variable] 1280750/0 ( 0.0%)
physics [variable] 1470759/4194304 (35.1%)
physics terrain [variable] 175016/1048576 (16.7%)

Level flags = 0

Total triangle count: 55000
Writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.bsp
4 minutes, 49 seconds elapsed
----------------------------------------------------------------------------------------

I know there's few errors... let me know of any that need to be fixed immediatley.

Thanks for the help.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
materialPath: c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\pl_frozenwater1.vmf
Patching WVT material: maps/pl_frozenwater1/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/pl_frozenwater1/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (-1344.00 -1784.00 192.00) leaked!
Load a pointfile. Looks like you have a leak.

But before the storm comes, you probably should have let out the fact you're editing a Valve map. >.<
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
if you didn't mess with the skybox but you're getting hall of mirrors, did you turn off the skybox visgroup and then hit compile? All necessary visgroups need to be turned on before you compile. What about badwater are you trying to mess with exactly? Tweaking valve maps is fine to learn for yourself but i wouldn't recommend tweaking it then releasing it cause you'll get hatemail
 

cjr605

L1: Registered
Nov 28, 2009
7
0
I'm making it christmas themed so our clan can have some fun on it for the hollidays
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 11776.0 -344.0)
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:

= hole in your map to the void = a leak.

Load your pointfile: Map > Load pointfile. On the menu bar.

pf.jpg


It will show a red line in your map, both on 3d cam and 2d views to your offending hole.

Hammer_pointfilemenu.jpg


NODRAW on terrain surface!

Nodraw doesn't work on displacements. Go to where those coordinates are and delete them/retexture them. Plus turn off all your visgroups other than displacements to find it easier.

disp.jpg



If you get further errors put them into here: http://www.interlopers.net/errors/

edit: Your sky isn't working because you wrote your skybox in wrong. You have skybox/sky_day01_01*.vmt when you just want skybox/sky_day01_01

You'll probably also find that fixing the leak stop about 10 other errors as a leak prevent vvis from finishing and so your portalfile isn't created. When a sealed map compiles a portal file is created that helps determine what gets rendered on screen from where. If this portal file is not created, the entire map is rendered at once, excluding manual fade distances on props and overlays.

edit2: your best bet is to just get a server plugin for this. If you don't know what you're doing, this is going to turn out looking like crap, with multiple errors and console spam. Ironicly, only a dedicated mapper could pull this off properly, but dedicated mappers are busy making real maps rather than official re-hashes.
 
Last edited:

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
edit2: your best bet is to just get a server plugin for this. If you don't know what you're doing, this is going to turn out looking like crap, with multiple errors and console spam. Ironicly, only a dedicated mapper could pull this off properly, but dedicated mappers are busy making real maps rather than official re-hashes.

Ah yes this reminds me: TF2 Themes Plugin

Try this out. While it won't adjust textures, it does pretty much everything else and looks awesome.