- Jan 3, 2011
- 31
- 0
Heya all,
I'm having some issues with hammer recently.
1- Things don't save right. example: Move a wall, save, run (and its moved), close hammer, next day wall is back where it was on load. This happens with items that have undergone vertex manipulation as well.
2- Some things don't delete. Like the save issue, I've deleted stuff, saved, done other things and next time I load up the map sometimes the deleted stuff is back, sometimes not.
These are annoying to say the least....but my main issue currently (Which I hope is causing the above issues) Is I get a leak warning on compile but the model thats leaking is random, the most recent being a respawnroom visualizer. Along with a bunch of:
Which I'm guessing is the cause, but I have no idea on how to fix...any ideas?
Thanks in advance,
-Kagatos
[Log]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kagatos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf" "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf\materials
Loading C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/testingcrap/dev/dev_blendmeasure2_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 func_respawnroomvisualizer (575.00 -512.00 47.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2224.0 72.0)
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 (3072.0 2224.0 456.0)
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 (3072.0 2736.0 128.0)
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 (4096.0 2560.0 128.0)
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 3072.0 128.0)
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 (3136.0 1024.0 -240.0)
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 (3136.0 1024.0 88.0)
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 (3136.0 1024.0 456.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 108 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
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) (236189 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 709 texinfos to 430
Reduced 51 texdatas to 44 (1782 bytes to 1557)
Writing C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kagatos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf" "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\kagatos\downloads\tf2 mapping\testingcrap.bsp
reading c:\users\kagatos\downloads\tf2 mapping\testingcrap.prt
LoadPortals: couldn't read c:\users\kagatos\downloads\tf2 mapping\testingcrap.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kagatos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf" "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\kagatos\downloads\tf2 mapping\testingcrap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.87 seconds)
1833 faces
390694 square feet [56260020.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
156 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
Build Patch/Sample Hash Table(s).....Done<0.0195 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/1024 1008/49152 ( 2.1%)
brushes 682/8192 8184/98304 ( 8.3%)
brushsides 4506/65536 36048/524288 ( 6.9%)
planes 1194/65536 23880/1310720 ( 1.8%)
vertexes 3998/65536 47976/786432 ( 6.1%)
nodes 1840/65536 58880/2097152 ( 2.8%)
texinfos 430/12288 30960/884736 ( 3.5%)
texdata 44/2048 1408/65536 ( 2.1%)
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 1833/65536 102648/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1202/65536 67312/3670016 ( 1.8%)
leaves 1862/65536 59584/2097152 ( 2.8%)
leaffaces 2483/65536 4966/131072 ( 3.8%)
leafbrushes 1278/65536 2556/131072 ( 2.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13767/512000 55068/2048000 ( 2.7%)
edges 8737/256000 34948/1024000 ( 3.4%)
LDR worldlights 156/8192 13728/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 296/32768 2960/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4962/65536 9924/131072 ( 7.6%)
cubemapsamples 27/1024 432/16384 ( 2.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1795096/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 80109/393216 (20.4%)
LDR ambient table 1862/65536 7448/262144 ( 2.8%)
HDR ambient table 1862/65536 7448/262144 ( 2.8%)
LDR leaf ambient 12364/65536 346192/1835008 (18.9%)
HDR leaf ambient 1862/65536 52136/1835008 ( 2.8%)
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] 1/5768 ( 0.0%)
pakfile [variable] 6446/0 ( 0.0%)
physics [variable] 236189/4194304 ( 5.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 5305
Writing c:\users\kagatos\downloads\tf2 mapping\testingcrap.bsp
38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.bsp" "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf\maps\testingcrap.bsp"
[/Log]
I'm having some issues with hammer recently.
1- Things don't save right. example: Move a wall, save, run (and its moved), close hammer, next day wall is back where it was on load. This happens with items that have undergone vertex manipulation as well.
2- Some things don't delete. Like the save issue, I've deleted stuff, saved, done other things and next time I load up the map sometimes the deleted stuff is back, sometimes not.
These are annoying to say the least....but my main issue currently (Which I hope is causing the above issues) Is I get a leak warning on compile but the model thats leaking is random, the most recent being a respawnroom visualizer. Along with a bunch of:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2224.0 72.0)
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:
Which I'm guessing is the cause, but I have no idea on how to fix...any ideas?
Thanks in advance,
-Kagatos
[Log]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kagatos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf" "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf\materials
Loading C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/testingcrap/dev/dev_blendmeasure2_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 func_respawnroomvisualizer (575.00 -512.00 47.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2224.0 72.0)
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 (3072.0 2224.0 456.0)
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 (3072.0 2736.0 128.0)
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 (4096.0 2560.0 128.0)
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 3072.0 128.0)
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 (3136.0 1024.0 -240.0)
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 (3136.0 1024.0 88.0)
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 (3136.0 1024.0 456.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 108 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
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) (236189 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 709 texinfos to 430
Reduced 51 texdatas to 44 (1782 bytes to 1557)
Writing C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kagatos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf" "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\kagatos\downloads\tf2 mapping\testingcrap.bsp
reading c:\users\kagatos\downloads\tf2 mapping\testingcrap.prt
LoadPortals: couldn't read c:\users\kagatos\downloads\tf2 mapping\testingcrap.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kagatos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf" "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\kagatos\downloads\tf2 mapping\testingcrap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.87 seconds)
1833 faces
390694 square feet [56260020.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
156 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
Build Patch/Sample Hash Table(s).....Done<0.0195 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/1024 1008/49152 ( 2.1%)
brushes 682/8192 8184/98304 ( 8.3%)
brushsides 4506/65536 36048/524288 ( 6.9%)
planes 1194/65536 23880/1310720 ( 1.8%)
vertexes 3998/65536 47976/786432 ( 6.1%)
nodes 1840/65536 58880/2097152 ( 2.8%)
texinfos 430/12288 30960/884736 ( 3.5%)
texdata 44/2048 1408/65536 ( 2.1%)
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 1833/65536 102648/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1202/65536 67312/3670016 ( 1.8%)
leaves 1862/65536 59584/2097152 ( 2.8%)
leaffaces 2483/65536 4966/131072 ( 3.8%)
leafbrushes 1278/65536 2556/131072 ( 2.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13767/512000 55068/2048000 ( 2.7%)
edges 8737/256000 34948/1024000 ( 3.4%)
LDR worldlights 156/8192 13728/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 296/32768 2960/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4962/65536 9924/131072 ( 7.6%)
cubemapsamples 27/1024 432/16384 ( 2.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1795096/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 80109/393216 (20.4%)
LDR ambient table 1862/65536 7448/262144 ( 2.8%)
HDR ambient table 1862/65536 7448/262144 ( 2.8%)
LDR leaf ambient 12364/65536 346192/1835008 (18.9%)
HDR leaf ambient 1862/65536 52136/1835008 ( 2.8%)
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] 1/5768 ( 0.0%)
pakfile [variable] 6446/0 ( 0.0%)
physics [variable] 236189/4194304 ( 5.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 5305
Writing c:\users\kagatos\downloads\tf2 mapping\testingcrap.bsp
38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Kagatos\Downloads\TF2 Mapping\testingcrap.bsp" "c:\program files (x86)\steam\steamapps\kagatos\team fortress 2\tf\maps\testingcrap.bsp"
[/Log]