Areaportal Errors on a near unedited map.

  • If you're asking a question make sure to set the thread type to be a question!

The Pansmith™

L1: Registered
Jun 26, 2018
44
1
So i was making a dumb joke map for bup. It involved replacing all non-tool textures with one texture. I'm working off of a decompiled version of cp_gorge



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

VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\mapsrc\cp_mushroom_gorge"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\mapsrc\cp_mushroom_gorge.vmf
fixing up env_cubemap materials on brush sides...

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5408.0 2416.0 320.0)
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: Brush 12729:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5408.0 2032.0 320.0)
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: Brush 12715: Brush 12722:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5408.0 1092.0 124.0)
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: Brush 12708:

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

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6746.5 426.5 288.0)
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: Brush 9715:

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 (-6746.5 426.5 288.0)
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: Brush 9715:

Processing areas...Wrote C:\mapsrc\cp_mushroom_gorge.lin
Areaportal leak ! File: C:\mapsrc\cp_mushroom_gorge.lin
Brush 12680: areaportal brush doesn't touch two areas

Brush 12680: areaportal brush doesn't touch two areas

Brush 12680: areaportal brush doesn't touch two areas

Brush 12230: areaportal brush doesn't touch two areas

Brush 12230: areaportal brush doesn't touch two areas

Brush 12230: areaportal brush doesn't touch two areas

Brush 12230: areaportal brush doesn't touch two areas

Brush 12230: areaportal brush doesn't touch two areas

Brush 12230: areaportal brush doesn't touch two areas

Brush 12223: areaportal brush doesn't touch two areas

Brush 12216: areaportal brush doesn't touch two areas

Brush 12209: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 346 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\mapsrc\cp_mushroom_gorge.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (2306863 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2444 texinfos to 1913
Reduced 11 texdatas to 8 (198 bytes to 140)
Writing C:\mapsrc\cp_mushroom_gorge.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
8 seconds elapsed

Compile Complete for this module.
VBSP Completed: Friday, December 14, 2018, 11:27:11 PM
VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
VBSP: Compile time: 8 seconds elapsed

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

VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\mapsrc\cp_mushroom_gorge"

Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
4 threads
reading c:\mapsrc\cp_mushroom_gorge.bsp
reading c:\mapsrc\cp_mushroom_gorge.prt
1654 portalclusters
4374 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 112577 visible clusters (10.85%)
Total clusters visible: 1038033
Average clusters visible: 627
Building PAS...
Average clusters audible: 1187
visdatasize:531873 compressed from 688064
writing c:\mapsrc\cp_mushroom_gorge.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

Compile Complete for this module.
VVIS Completed: Friday, December 14, 2018, 11:27:12 PM
VVIS: Compile time: 0 seconds elapsed

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

VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\mapsrc\cp_mushroom_gorge"

Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading c:\mapsrc\cp_mushroom_gorge.bsp
Setting up ray-trace acceleration structure... Done (9.26 seconds)
8341 faces
2 degenerate faces
1913342 square feet [275521344.00 square inches]
131 Displacements
392651 Square Feet [56541780.00 Square Inches]
8339 patches before subdivision
146237 patches after subdivision
sun extent from map=0.000000
180 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7.Run map on completion of Successful Compile!
..8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 11866230, max 686
transfer lists: 90.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1531961, 1090755, 625001)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(744042, 378371, 109002)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(441552, 160016, 23235)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(285950, 73742, 5406)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(192357, 35288, 1309)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(132485, 17285, 325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(92122, 8548, 81)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(64634, 4266, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(45550, 2138, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(32252, 1077, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(22909, 544, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(16322, 276, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(11659, 140, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(8346, 71, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(5988, 36, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(4303, 19, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(3098, 10, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2233, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1613, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1166, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(845, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(612, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(444, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(323, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(235, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(171, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(125, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(91, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(66, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #30 added RGB(49, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(36, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(26, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #43 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0521 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 2538/8192 30456/98304 (31.0%)
brushsides 17686/65536 141488/524288 (27.0%)
planes 7332/65536 146640/1310720 (11.2%)
vertexes 14146/65536 169752/786432 (21.6%)
nodes 3863/65536 123616/2097152 ( 5.9%)
texinfos 1913/12288 137736/884736 (15.6%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 131/0 23056/0 ( 0.0%)
disp_verts 8051/0 161020/0 ( 0.0%)
disp_tris 12736/0 25472/0 ( 0.0%)
disp_lmsamples 646299/0 646299/0 ( 0.0%)
faces 8341/65536 467096/3670016 (12.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5965/65536 334040/3670016 ( 9.1%)
leaves 3924/65536 125568/2097152 ( 6.0%)
leaffaces 10719/65536 21438/131072 (16.4%)
leafbrushes 6820/65536 13640/131072 (10.4%)
areas 14/256 112/2048 ( 5.5%)
surfedges 64929/512000 259716/2048000 (12.7%)
edges 41017/256000 164068/1024000 (16.0%)
LDR worldlights 180/8192 15840/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 932/32768 9320/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17871/65536 35742/131072 (27.3%)
cubemapsamples 75/1024 1200/16384 ( 7.3%)
overlays 183/512 64416/180224 (35.7%)
LDR lightdata [variable] 3354748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 531873/16777216 ( 3.2%)
entdata [variable] 164919/393216 (41.9%)
LDR ambient table 3924/65536 15696/262144 ( 6.0%)
HDR ambient table 3924/65536 15696/262144 ( 6.0%)
LDR leaf ambient 20233/65536 566524/1835008 (30.9%)
HDR leaf ambient 3924/65536 109872/1835008 ( 6.0%)
occluders 4/0 160/0 ( 0.0%)
occluder polygons 3/0 36/0 ( 0.0%)
occluder vert ind 12/0 48/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/166172 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 2306863/4194304 (55.0%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24287
Writing c:\mapsrc\cp_mushroom_gorge.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 minute, 25 seconds elapsed

Compile Complete for this module.
VRAD Completed: Friday, December 14, 2018, 11:28:40 PM
VRAD: Compile time: 1 minute, 25 seconds elapsed

One Line Summary: 12/14/2018 11:28:40 PM, cp_mushroom_gorge.vmf, Team Fortress 2, normal , fast, normal, 00:00:08, 00:00:01, 00:01:27, 00:01:37
History.csv was updated.

Compile Summary - job mode: FAST
Map Name: cp_mushroom_gorge.vmf
VBSP - mode:normal , 8 seconds, 00:00:08 elapsed
VVIS - mode:fast, 0 seconds, 00:00:01 elapsed
VRAD - mode:normal, 1 minute, 25 seconds(LDR), n/a(HDR), 00:01:27 elapsed
Total Compile time: 00:01:37


File copied: C:\mapsrc\cp_mushroom_gorge.bsp to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_mushroom_gorge.bsp
Game Launch: c:\program files (x86)\steam\steam.exe -applaunch 440 +map "cp_mushroom_gorge"





the texture's .vmt

"LightmappedGeneric"
{
"$basetexture" "custom/bup2"
"$surfaceprop" "Concrete"
"$nodecal" 1
}


Tbh anyone that responds to questions on here is a miracle worker.

Also shouts to simpleflips.
 

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Interlopers says that the areaportal is being broken by a func_occluder touching it. So, that gives you a place to start. Second thing here is that there is an area portal leaking, "Areaportal leak ! File: C:\mapsrc\cp_mushroom_gorge.lin", so that might be another cause.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Decompiled maps often have broken areaportals and/or occulders. You'll need to either reconstruct them so they don't leak or cause other issues, or just straight up delete them if you're feeling lazy and optimization isn't something you care for.