When compiling vvis & vrad stopped working[Solved]

MaartenS11

L2: Junior Member
Dec 19, 2015
63
16
Hello I am currently working on a 4team tf2classic cp map and the previous versions compiled just fine but after detailing some roofs it doesnt compile anymore can any one help here is my compile log:

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest.vmf"

Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\materials
Loading C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_4teamdetailtest/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_4teamdetailtest/maritime/nature/blendsandtoground_wvt_patch
Patching WVT material: maps/cp_4teamdetailtest/nature/blendgroundtograss007_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-608.0 1600.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-448.0 1424.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-768.0 1448.6 -168.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-608.0 1272.6 -168.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-608.0 1600.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-448.0 1456.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-448.0 1280.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-768.0 1448.6 -168.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 3295:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 274 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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 (0) (404686 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 889 texinfos to 655
Reduced 100 texdatas to 90 (2927 bytes to 2446)
Writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest.bsp
Wrote ZIP buffer, estimated size 8039, actual size 6083
7 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest"

Valve Software - vvis.exe (Sep 19 2016)

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest"

Valve Software - vrad.exe SSE (Sep 19 2016)

Valve Radiosity Simulator

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest.bsp" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\tf2classic\maps\cp_4teamdetailtest.bsp"
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Leaks dont always give a pointfile. It does that when it can find an origin to base it on. When working with water or areaportals you might sometimes create something that simply is invalid (the texture itself doesnt seal well). Is your water texture properly connected to the edges? And are the other sides nodraw (only the top is allowed to be textured with water)?
 

Osspial

L2: Junior Member
Jul 21, 2015
66
75
What do you mean, that it's on all maps? Have you tried compiling a map that's just a sealed box with a spawn in it? If that still gives you an error, you might want to try validating your game cache files, which you can do by right-clicking on TF2 in your steam library, clicking properties, navigating to the Local Files tab, and clicking on the Verify Integrity of Game Cache button.