- May 21, 2013
- 3
- 0
The map I made and have been working on for quite a while now is suddenly having some very strange glitches. For example the most recent one was when I started up the map, as either Blu or Red, my character would just fall through the floor as though the floor failed to render. It's not just the floor though, it's usually like half the area around spawn suddenly fails to render and turns invisible and cannot be interacted with.
Another issue I am having, is that when I load up a pointfile, just to find some leaks to fix the above issue, it always points to my resupply_lockers. Not the function surrounding it, but the prop itself. I've done almost everything within my imagination that could fix this to no avail.
My final issue is that all my ambient_generics aren't working and I can't import custom textures in. I used to be able to do the latter but lately whenever I import in a texture (with both VTF and VMT), Hammer just registers it as the black and magenta texture that appears when there is an error. I double checked almost everything. Tried fooling around with the settings, and even tried changing the file format for the pictures. Nothing. As for the ambient_generics, they simply fail to play in game. I've checked and made sure that their file format was .mp3 and that they were in 44,100Khz. Yet I am unable to hear them whenever I go clearly within the audible range. Also if anyone could tell me how to make them loop I'd be highly appreciative.
Just to help out anyone who can read code better than I do, here is the error report.
Another issue I am having, is that when I load up a pointfile, just to find some leaks to fix the above issue, it always points to my resupply_lockers. Not the function surrounding it, but the prop itself. I've done almost everything within my imagination that could fix this to no avail.
My final issue is that all my ambient_generics aren't working and I can't import custom textures in. I used to be able to do the latter but lately whenever I import in a texture (with both VTF and VMT), Hammer just registers it as the black and magenta texture that appears when there is an error. I double checked almost everything. Tried fooling around with the settings, and even tried changing the file format for the pictures. Nothing. As for the ambient_generics, they simply fail to play in game. I've checked and made sure that their file format was .mp3 and that they were in 44,100Khz. Yet I am unable to hear them whenever I go clearly within the audible range. Also if anyone could tell me how to make them loop I'd be highly appreciative.
Just to help out anyone who can read code better than I do, here is the error report.
Code:
** 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:\HammerAutosave\romace_001.vmf"
Valve Software - vbsp.exe (May 16 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\romace_001.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/romace_001/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/romace_001/nature/blendrockgroundwallforest_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 prop_dynamic_override (-1005.13 -145.00 -32.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 1024.0 638.0)
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 (4096.0 512.0 638.0)
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 -512.0 638.0)
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 -1536.0 638.0)
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 1024.0 638.0)
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 0.0 638.0)
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 (1536.0 1024.0 638.0)
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 (256.0 0.0 638.0)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_rainbow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_rainbow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_rainbow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_rainbow_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (472623 bytes)
Error loading studio model ""!
Error! To use model "models/props_lab/cactus.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/cactus.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 360 texinfos to 291
Reduced 54 texdatas to 50 (1436 bytes to 1246)
Writing C:\HammerAutosave\romace_001.bsp
2 seconds elapsed
** 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:\HammerAutosave\romace_001"
Valve Software - vvis.exe (May 16 2013)
8 threads
reading c:\hammerautosave\romace_001.bsp
reading c:\hammerautosave\romace_001.prt
LoadPortals: couldn't read c:\hammerautosave\romace_001.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:\HammerAutosave\romace_001"
Valve Software - vrad.exe SSE (May 16 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\romace_001.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.26 seconds)
3024 faces
1 degenerate faces
850963 square feet [122538704.00 square inches]
7 Displacements
63386 Square Feet [9127679.00 Square Inches]
48 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0124 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 307/8192 3684/98304 ( 3.7%)
brushsides 1937/65536 15496/524288 ( 3.0%)
planes 1128/65536 22560/1310720 ( 1.7%)
vertexes 4410/65536 52920/786432 ( 6.7%)
nodes 2000/65536 64000/2097152 ( 3.1%)
texinfos 291/12288 20952/884736 ( 2.4%)
texdata 50/2048 1600/65536 ( 2.4%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 1815/0 36300/0 ( 0.0%)
disp_tris 3200/0 6400/0 ( 0.0%)
disp_lmsamples 116232/0 116232/0 ( 0.0%)
faces 3024/65536 169344/3670016 ( 4.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1097/65536 61432/3670016 ( 1.7%)
leaves 2015/65536 64480/2097152 ( 3.1%)
leaffaces 3411/65536 6822/131072 ( 5.2%)
leafbrushes 942/65536 1884/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18814/512000 75256/2048000 ( 3.7%)
edges 10337/256000 41348/1024000 ( 4.0%)
LDR worldlights 48/8192 4224/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 403/32768 4030/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5538/65536 11076/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3393000/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 18493/393216 ( 4.7%)
LDR ambient table 2015/65536 8060/262144 ( 3.1%)
HDR ambient table 2015/65536 8060/262144 ( 3.1%)
LDR leaf ambient 11075/65536 310100/1835008 (16.9%)
HDR leaf ambient 2015/65536 56420/1835008 ( 3.1%)
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] 1/4424 ( 0.0%)
pakfile [variable] 1766/0 ( 0.0%)
physics [variable] 472623/4194304 (11.3%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 8392
Writing c:\hammerautosave\romace_001.bsp
11 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\romace_001.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\romace_001.bsp"