Capture point capturing icon is misplaced and a few compile errors

Medkip

L1: Registered
Aug 19, 2009
6
0
First time mapper, yadda yadda yadda, ok, that's out of the way.

I've built an almost complete map through sheer stubborness and the power of Google, and unfortunately I can no longer avoid addressing this problem. I've looked through several tutorials and searches and can't find anyone with a similar problem and I'm at a complete loss of what to do. Point being I have no idea what is wrong with my control point.



It's an Arena map, so only one CP, but everytime I cap it the capturing icon shows just below the screen. Other than that it works just fine. Both sides can capture the point, the Announcer shrieks at all the right times, and the proper colours show on the point once captured. It's not just my computer either, because several guinea pigs- I mean friends, also see the same glitch.

I've run my compile log through the nifty tool at interlopers.net and fixed several known and unknown errors, but none fixed the CP. I have a few errors in the compile log that I don't understand as well. They read like this:

"**** leaked ****"

and

"make_triangles:calc_triangle_representation: cannot convert".

The first one is frustratingly vague, because my map and skybox both run fine, I don't think there are any leaks. For the second one the only triangles I have in my map are very small ramps which, again, work fine when I run the map. Any help with deciphering these errors would be greatly appreciated. I know about the can model errors and am working on fixing them. The skybox error doesn't seem to affect my map (I have cubemaps) as well as the leaked entity (which points to a tree cutout in my skybox).

Here's the log (hope it works right).
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\lordstratosphere\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf" "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf\materials
Loading C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16.vmf
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_static (-247.73 -3413.00 -1687.52) leaked!
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_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (25241 bytes)
Error! prop_static using model "models/props_gameplay/can_crushed001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/can_crushed001.mdl"!
Error! prop_static using model "models/props_gameplay/can_crushed002.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/can_crushed002.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 64 texinfos to 55
Reduced 16 texdatas to 16 (350 bytes to 350)
Writing C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16.bsp
24 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\steam\steamapps\lordstratosphere\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf" "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.bsp
reading c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.prt
LoadPortals: couldn't read c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.prt


** Executing...
** Command: "c:\program files\steam\steamapps\lordstratosphere\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf" "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.49 seconds)
985 faces
731924 square feet [105397112.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.965926
sun extent from map=0.965926
50 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
Build Patch/Sample Hash Table(s).....Done<0.0151 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 (22)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                 49/8192          588/98304    ( 0.6%) 
brushsides             336/65536        2688/524288   ( 0.5%) 
planes                 536/65536       10720/1310720  ( 0.8%) 
vertexes              1400/65536       16800/786432   ( 2.1%) 
nodes                  673/65536       21536/2097152  ( 1.0%) 
texinfos                55/12288        3960/884736   ( 0.4%) 
texdata                 16/2048          512/65536    ( 0.8%) 
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                  985/65536       55160/3670016  ( 1.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              149/65536        8344/3670016  ( 0.2%) 
leaves                 676/65536       21632/2097152  ( 1.0%) 
leaffaces             1109/65536        2218/131072   ( 1.7%) 
leafbrushes            401/65536         802/131072   ( 0.6%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             5137/512000      20548/2048000  ( 1.0%) 
edges                 2646/256000      10584/1024000  ( 1.0%) 
LDR worldlights         49/8192         4312/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             79/32768         790/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1035/65536        2070/131072   ( 1.6%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                74/512         26048/180224   (14.5%) 
LDR lightdata         [variable]      905488/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       26298/393216   ( 6.7%) 
LDR ambient table      676/65536        2704/262144   ( 1.0%) 
HDR ambient table      676/65536        2704/262144   ( 1.0%) 
LDR leaf ambient      2016/65536       56448/1835008  ( 3.1%) 
HDR leaf ambient       676/65536       18928/1835008  ( 1.0%) 
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]           1/52008    ( 0.0%) 
pakfile               [variable]          54/0        ( 0.0%) 
physics               [variable]       25241/4194304  ( 0.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2566
Writing c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.bsp
47 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16.bsp" "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf\maps\compactor_b16.bsp"


Additionally, if someone could tell me how or point me to a simple tutorial on how to make fog in your skybox, that'd be awesome.

Thanks for the help!
~Medkip
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Load the pointfile and follow the red line. At some point it will show a gap in the map to the void (note that anything like props, func_* or displacements dont seal this gap). Add a solid brush into that gap and try again. When all are fixed your map should work. Leaks are fatal for compiles to work right.

The "make_triangles:calc_triangle_representation: cannot convert" is something that doesnt harm at all. It comes from props.
 

Medkip

L1: Registered
Aug 19, 2009
6
0
I use the pointfile and it lead to one of my skybox props which I've had trouble with before, so I just deleted the darned thing and ran the map again. The CP icon was still messed up in-game. I compiled several more times to get Hammer to create another .lns file (whenever I clicked "Load Pointfile" it asked if I wanted to load the default file of an older file) and now it's pointing to my light_env inside my skybox. I looked around the skybox for any leaks and even replaced the entire skybox with a new skybox with no change. I should mention I've had this problem since the very beginning of my map, both with and without the 3D skybox.

I finally got to the point and rage-deleted my entire 3D skybox, light_env and all, and that still didn't work. Running the log in the Interloper's error check thing and there's no leaks, but the CP icon still won't work. I tried some additonal stuff (changing skybox texture, changing a few settings etc) and still nothing.

I do believe my CP hates me now, but it's ok for it's a mutual hatred.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
That means the skybox has a leak. The line allways goes from an entity to the void. The entity often isnt the couse but the line at some point passes through a gap in the wall (sometimes it looks like its not a gap but some brushes like displacements and entities do not close that gap). Just trace the line and close that gap with a normal brush. Keep doing that until all gaps are fixed and the leak is gone.

The CP thing often means that at some point you have set it up wrong. The above was only about the "**** leaked ****" part. Its better to first fix the leaks and then in some cases such errors get fixed. However, check that you have setup the t_c_p_master, rounds (not allways needed in a map) and cp's itself right. a mistake in any of those will couse the hud to fail/ map crash on CP touching

Maybe post some screens of how you have setup your CP's.
 

Medkip

L1: Registered
Aug 19, 2009
6
0
I'm still working on the leaks since it seems to mostly be just my skybox, but some of the leaks are being difficult. How do you stop a leak when the pointfile says the light_env is the culprit or a random building floating a few units above the ground? Does the pointfile only point out one leak at a time too? It seems to change every time I fix one leak and run the pointfile again. I do know that my main map area does not have leaks.


Here's my CP set-up.

CP prop
CP flag
CP master
CP trigger
Trigger output
logic_arena output

Then I have 2 logic_relay named "relay_cap_enable" and "relay_round_start" both with start disabled.


I only have one CP since this is going to be an arena map. Capping the point works, it's just the visual part that doesn't. If I missed any information let me know and I'll get a shot of it.

-EDIT-
Added logic and output info.
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
At the master in the cap layout. You should use indexes of team_control_points only. In your case that point has index 0 and the master has 1. i suspect that being the couse. Change the cap layout in the master to 0.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Yes poitfile only shows one leak at a time. Fastest way to check for leask is use the compile command but turn off vis and rad and set it to not run map after compile. Like people said above the void can only be sealed by world geometry which means no entities or displacements can seal the void. also any part of a prop sticking though the world geometry to the void can cause a leak. Easiest way to fix it is to move the prop or make the world geometry larger to encompass the prop.

these props need to be turned into prop_physics

Error! prop_static using model "models/props_gameplay/can_crushed001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/can_crushed001.mdl"!
 

Medkip

L1: Registered
Aug 19, 2009
6
0
That did the trick, UKCS-Alias, thanks a bundle! I think I see why I did it wrong too. Yay for learning from mistakes.

For the can props I know they have to be dynamic, I was just too lazy to find and delete them before running the compile log through the error checker.

Thanks again for the help. I do believe my map will behave from now on.