BSP Node Errors All Over The Place

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beewrnd

L1: Registered
Jun 14, 2014
9
0
G'day ladies and Gentlemen,

today I did an attempt in porting maps from the Goldsource engine over to the source engine (to be precise: Deathmatch classic to TF2, just for the sake of, well "science" - who doesn't want to be a scientist nowadays?).
Everything went pretty smooth, groovy and well, till I hit the compile button
See spoiler for Compile Process Log
Code:
** Executing...
** Command: "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\(not of great importance)\Desktop\Quake to Source\dmc_bloodrun_tf_a1.vmf"

Valve Software - vbsp.exe (Mar 30 2015)
4 threads
materialPath: D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
Loading C:/(not of great importance)\Desktop\Quake to Source\dmc_bloodrun_tf_a1.vmf
Brush 114, Side 1: mirrored plane
Brush 114: bounds out of range
Brush 114: bounds out of range
Patching WVT material: maps/dmc_bloodrun_tf_a1/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5Brush 114: WARNING, microbrush
...6...7...8...9...10 (1)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 16392.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 0.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 16392.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 16384.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 14336.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 16384.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 15360.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 14336.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 9216.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 12288.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 10240.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 13312.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 12288.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 11264.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 10240.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 10240.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 9216.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 6144.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 8192.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 7168.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 5120.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 3072.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 4096.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1032.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: SOHO/STREETFLOOR003, near (1024.000000, 1024.000000, 65535.996094))

** Executing...
** Command: "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\tf" -fast "C:\(not of great importance)\Desktop\Quake to Source\dmc_bloodrun_tf_a1"

Valve Software - vvis.exe (Mar 30 2015)
fastvis = true
4 threads
reading c:\(not of great importance)\desktop\quake to source\dmc_bloodrun_tf_a1.bsp
reading c:\(not of great importance)\quake to source\dmc_bloodrun_tf_a1.prt
LoadPortals: couldn't read c:\(not of great importance)\desktop\quake to source\dmc_bloodrun_tf_a1.prt


** Executing...
** Command: "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\tf" -noextra "C:\(not of great importance)\Desktop\Quake to Source\dmc_bloodrun_tf_a1"

Valve Software - vrad.exe SSE (Mar 30 2015)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']

Loading c:\(not of great importance)\desktop\quake to source\dmc_bloodrun_tf_a1.bsp
Setting up ray-trace acceleration structure... Done (0.89 seconds)
1842 faces
2 degenerate faces
169283 square feet [24376814.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1840 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
17684 patches after subdivision
0 direct lights
BuildFacelights:     0 warning - face vectors parallel to face normal. bad lighting will be produced
...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 1325220, max 346
transfer lists:  10.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0045 sec>
FinalLightFace:      0 warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
... warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
1...2...3...4...5...6...7.. warning - face vectors parallel to face normal. bad lighting will be produced
.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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                580/8192         6960/98304    ( 7.1%) 
brushsides            3928/65536       31424/524288   ( 6.0%) 
planes                1508/65536       30160/1310720  ( 2.3%) 
vertexes              3331/65536       39972/786432   ( 5.1%) 
nodes                 1225/65536       39200/2097152  ( 1.9%) 
texinfos               156/12288       11232/884736   ( 1.3%) 
texdata                 20/2048          640/65536    ( 1.0%) 
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                 1842/65536      103152/3670016  ( 2.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1240/65536       69440/3670016  ( 1.9%) 
leaves                1227/65536       39264/2097152  ( 1.9%) 
leaffaces             2231/65536        4462/131072   ( 3.4%) 
leafbrushes           1087/65536        2174/131072   ( 1.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            14146/512000      56584/2048000  ( 2.8%) 
edges                 8632/256000      34528/1024000  ( 3.4%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            242/32768        2420/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4353/65536        8706/131072   ( 6.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      450980/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       81021/16777216 ( 0.5%) 
entdata               [variable]        3473/393216   ( 0.9%) 
LDR ambient table     1227/65536        4908/262144   ( 1.9%) 
HDR ambient table     1227/65536        4908/262144   ( 1.9%) 
LDR leaf ambient       594/65536       16632/1835008  ( 0.9%) 
HDR leaf ambient      1227/65536       34356/1835008  ( 1.9%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]         407/0        ( 0.0%) 
physics               [variable]      195678/4194304  ( 4.7%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 5559
Writing c:\(not of great importance)\desktop\quake to source\dmc_bloodrun_tf_a1.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\(not of great importance)\Desktop\Quake to Source\dmc_bloodrun_tf_a1.bsp" "D:\Games\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\dmc_bloodrun_tf_a1.bsp"
http://gyazo.com/9521134ab3f784cbb1a827322dec9549
I am aware that the map consists out of many, many (probably unnecessary brushes), it also appears that converting HL1 to HL2 maps is pretty problematic as far as I know
But so far I've tried the following things
->func_detailing the crap out of brushes (still getting BSP Node warnings)
->Looking for microbrushes (without any succes)
->Fixed all problems (Alt+P thing; still error'd)
->Been looking for leaks (no leaks could be found)
->Been tracing down some of the coordinates in the compile log (coordinates lead to nothing - nothing can be found at the borders of Hammer's grid)

I'm getting a bit in a state of desperation, as I don't know how to get to the core of the problem.
Hypothesis: Goldsource maps are buggy and probably need to be converted with more care :blush:
 
Sep 7, 2012
638
500
I know what you're talking about because I've been down that route before (although it was a year or two ago).
I can't even remember what tool I used to extract the relevant information but I remember it took me forever to fix everything and when I went to do it again quite recently I couldn't even figure out what I had done the first time.

If I recall correctly I was working on a relative small goldsrc map for a project of my own, so there wasn't as much brush information. Obviously the only thing you'll be able to save is the brushwork. Have you tried copy/pasting just sections of the map into a new map and compiling?
 

beewrnd

L1: Registered
Jun 14, 2014
9
0
I know what you're talking about because I've been down that route before (although it was a year or two ago).
I can't even remember what tool I used to extract the relevant information but I remember it took me forever to fix everything and when I went to do it again quite recently I couldn't even figure out what I had done the first time.

If I recall correctly I was working on a relative small goldsrc map for a project of my own, so there wasn't as much brush information. Obviously the only thing you'll be able to save is the brushwork. Have you tried copy/pasting just sections of the map into a new map and compiling?
Thank you for your reply!

I haven't tried that yet, but it's sure worth a try!

All I started with in the first place was the brushwork, so that's not really a problem. The ported version only contains brushes as far as I know.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
What I do when I port maps (e.g. Alien Swarm -> TF2) is, I open the Entity Report,
and delete all entities that do no exist in TF2, or that are broken, or unnecessary.
Then I fix everything with Alt+P and change a few tool textures to the default ones.

After that I open the VMF in notepad++ and do some cleaning there.
What I noticed in AS maps, is that the cordon stuff differs from TF2 maps. So I changed everything that was different from another TF2 map.

That usually does the trick.
 

beewrnd

L1: Registered
Jun 14, 2014
9
0
What tool did you use to decompile? I can't remember what works anymore.
It was quite a hassle to be honest.
I had tried several tools to convert the original .BSP file (the goldsource map) to a .MAP format, but in the end I ended up with WinBSPC v1.3, which seemed to get the work done (either other programs wouldn't run at all or end up showing errors).

WinBSPC for some reason didn't convert any of the textures present in the BSP file (either because of a flaw in the program or due to the fact I didn't set up hammer correctly), but it gave me the .map file anyway

Next step was opening the .map file in Half-Life SKD's version of Hammer and removing all but brushes from the map, then saving the file as .rmf (a file that can also be opened by the Source variant of Hammer).

...snip...
Interesting, though I wonder if this is applicable to porting to different engines. Alien Swarm and Team Fortress 2 share the same engine, or engine components, as far as I know.

Gold Source and Source are just...well...a bit different...
 
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