Map Loading Problems

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Aperture

L1: Registered
Mar 9, 2013
17
0
Hi, it's me again. I try to test my map, and here's what happens.

] map Departmentstore_
]
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

I'm not really sure what it means, becuase my map isn't that large.

Here's my log.

*********************************************************************************************************

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
6 threads
materialPath: c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.vmf
Patching WVT material: maps/departmentstore_/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/departmentstore_/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/departmentstore_/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_door (-10699.00 -10747.60 136.72) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 7168.0 1579.0)
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 (1024.0 6656.0 1579.0)
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 (1024.0 5632.0 1579.0)
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 (-512.0 7168.0 1579.0)
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 7168.0 1579.0)
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 (1024.0 4608.0 1579.0)
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 (1024.0 3584.0 1579.0)
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 (1024.0 2560.0 1579.0)
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...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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (719782 bytes)
Error loading studio model ""!
Error! To use model "models/weapons/w_models/custom/w_pokeball_blu.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/custom/w_pokeball_blu.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/freak_fortress_2/heavysauce/heavysauce.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/freak_fortress_2/heavysauce/heavysauce.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 328 texinfos to 248
Reduced 72 texdatas to 64 (2022 bytes to 1727)
Writing C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_"

Valve Software - vvis.exe (Oct 31 2012)
6 threads
reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_"

Valve Software - vrad.exe SSE (Oct 31 2012)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.23 seconds)
9936 faces
30 degenerate faces
17696064 square feet [2548233216.00 square inches]
19 Displacements
275714 Square Feet [39702876.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.2325 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (53)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 493/8192 5916/98304 ( 6.0%)
brushsides 4588/65536 36704/524288 ( 7.0%)
planes 4840/65536 96800/1310720 ( 7.4%)
vertexes 13196/65536 158352/786432 (20.1%)
nodes 5427/65536 173664/2097152 ( 8.3%)
texinfos 248/12288 17856/884736 ( 2.0%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 19/0 3344/0 ( 0.0%)
disp_verts 2787/0 55740/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 108996/0 108996/0 ( 0.0%)
faces 9936/65536 556416/3670016 (15.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1954/65536 109424/3670016 ( 3.0%)
leaves 5447/65536 174304/2097152 ( 8.3%)
leaffaces 10633/65536 21266/131072 (16.2%)
leafbrushes 3028/65536 6056/131072 ( 4.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 53426/512000 213704/2048000 (10.4%)
edges 28275/256000 113100/1024000 (11.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 774/32768 7740/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10509/65536 21018/131072 (16.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11587688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12479/393216 ( 3.2%)
LDR ambient table 5447/65536 21788/262144 ( 8.3%)
HDR ambient table 5447/65536 21788/262144 ( 8.3%)
LDR leaf ambient 3192/65536 89376/1835008 ( 4.9%)
HDR leaf ambient 5447/65536 152516/1835008 ( 8.3%)
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] 1/21798 ( 0.0%)
pakfile [variable] 213833/0 ( 0.0%)
physics [variable] 719782/4194304 (17.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 25630
Writing c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
1 minute, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp" "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\maps\Departmentstore_.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" +map "Departmentstore_"

*********************************************************************************************************

I notice near the beginning it says I have a leaked entity, but I'm not sure which Door it is. Thanks!
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Go to Map > Load Pointfile, and a red line showing where the leak is occurring should appear. As for everything else in your log, try this..
 

Volcomator

L1: Registered
Feb 18, 2013
24
33
You are getting the "Map coordinate extents too large!" error because the game does not know how large your map is. This is because it is unable to differentiate between the inside and outside of your map due to a leak (as you have already figured out). This can also happen from over-complex geometry and invalid brushes as well though.

Just as Idolon said, use the Pointfile system to find your leak.
A good tip is to only run BSP when you compile (untick VIS and RAD in the Expert Compile settings) until you fix the leak.

Since the leak happens in BSP, you can save yourself a bit of time (and resources) by only letting bsp run as a "leak checker". After the error disappears, just switch the VIS and RAD compilers back on and you're good to go.
 

Aperture

L1: Registered
Mar 9, 2013
17
0
Lol, okay thanks.

But, another problem has arisen. Everytime I compile the map, my computer freezes then I'm froced to restart the computer. Is this the map, or my computer?
 

Aperture

L1: Registered
Mar 9, 2013
17
0
Sooo, sorry to bother you guys again. But now this happens when I compile.


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore.vmf"

SteamStartup() failed: SteamStartup(0xf,0x0045E430) failed with error 1: failed to take master pipe connection lock


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore"

Valve Software - vvis.exe (Oct 31 2012)
SteamStartup() failed: SteamStartup(0xf,0x0035E368) failed with error 1: failed to take master pipe connection lock


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore"

SteamStartup() failed: SteamStartup(0xf,0x0041ECD0) failed with error 1: failed to take master pipe connection lock


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore.bsp" "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\maps\Departmentstore.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" +map "Departmentstore"



And when I run VBCT



-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore"

SteamStartup() failed: SteamStartup(0xf,0x0044E7A8) failed with error 1: failed to take master pipe connection lock


Compile Complete for this module.
VBSP Completed: March-11-13, 11:11:29 PM
WARNING: expected log file not found: C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore.log

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore"

Valve Software - vvis.exe (Oct 31 2012)
SteamStartup() failed: SteamStartup(0xf,0x0019E560) failed with error 1: failed to take master pipe connection lock


Compile Complete for this module.
VVIS Completed: March-11-13, 11:11:34 PM
WARNING: expected log file not found: C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore.log

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore"

SteamStartup() failed: SteamStartup(0xf,0x0040EC70) failed with error 1: failed to take master pipe connection lock


Compile Complete for this module.
VRAD Completed: March-11-13, 11:11:40 PM
WARNING: expected log file not found: C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore.log
Catch: in VBSP logfile Merge!
Catch: in VVIS logfile Merge!
Catch: in VRAD logfile Merge!

Unable to read one or more Log files!

One Line Summary: 11/03/2013 11:11:40 PM, Departmentstore.vmf, Team Fortress 2, crashed?, crashed?, crashed?, 00:00:05, 00:00:05, 00:00:05, 00:00:16
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: Departmentstore.vmf
VBSP - mode:crashed?, n/a, 00:00:05 elapsed
VVIS - mode:crashed?, n/a, 00:00:05 elapsed
VRAD - mode:crashed?, n/a(LDR), n/a(HDR), 00:00:05 elapsed
Total Compile time: 00:00:16
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
I've been having the same issue as of late. I found that restarting Steam fixes it temporarily, but I have yet to find a more permanent fix.
 
Jan 8, 2011
397
393
They should automatically save to Program Files/Steam/steamapps/[YOUR STEAM NAME]/sourcesdk_content/tf/mapsrc.