Finding an Entity

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Trying to find a func_areaportal I mistakenly bound to 2 brushes. I thought I found it and deleted it but the error still shows up.

When I try to use Find Entity (ctrl + F) and enter the brush number nothing happens... And seeing its a brush based entity cant ctrl+G doesnt work either.

I even went through the entire .txt file looking for it and I couldnt find the entity... Anyone have any good suggestions?

:compile: Compile log (through hammer):
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\megawac\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\megawac\team fortress 2\tf" "C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\megawac\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.vmf
[B][SIZE="3"]Entity 1918: func_areaportal can only be a single brush[/SIZE][/B]

** Executing...
** Command: "c:\program files\steam\steamapps\megawac\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\megawac\team fortress 2\tf" "C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.bsp
reading c:\program files\steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.prt


** Executing...
** Command: "c:\program files\steam\steamapps\megawac\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\megawac\team fortress 2\tf" "C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c"

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:\program files\steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (11.06 seconds)
9473 faces
8 degenerate faces
842666 square feet [121343992.00 square inches]
127 Displacements
93592 Square Feet [13477327.00 Square Inches]
can't solve quadratic for light 100.000000 100.000000
light has _fifty_percent_distance of 8.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 8.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.000000
can't solve quadratic for light 100.000000 100.000000
light has _fifty_percent_distance of 8.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 8.000000 but _zero_percent_distance of 0.000000
270 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (201)
Build Patch/Sample Hash Table(s).....Done<0.0805 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (22)
FinalLightFace Done
0 of 4 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (57)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 104/1024         4992/49152    (10.2%) 
brushes               2598/8192        31176/98304    (31.7%) 
brushsides           20490/65536      163920/524288   (31.3%) 
planes               11488/65536      229760/1310720  (17.5%) 
vertexes             20251/65536      243012/786432   (30.9%) 
nodes                 7064/65536      226048/2097152  (10.8%) 
texinfos              1792/12288      129024/884736   (14.6%) 
texdata                270/2048         8640/65536    (13.2%) 
dispinfos              127/0           22352/0        ( 0.0%) 
disp_verts            4575/0           91500/0        ( 0.0%) 
disp_tris             6464/0           12928/0        ( 0.0%) 
disp_lmsamples      261604/0          261604/0        ( 0.0%) 
faces                 9473/65536      530488/3670016  (14.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5992/65536      335552/3670016  ( 9.1%) 
leaves                7169/65536      229408/2097152  (10.9%) 
leaffaces            11959/65536       23918/131072   (18.2%) 
leafbrushes           8375/65536       16750/131072   (12.8%) 
areas                   18/256           144/2048     ( 7.0%) 
surfedges            70615/512000     282460/2048000  (13.8%) 
edges                44889/256000     179556/1024000  (17.5%) 
LDR worldlights        270/8192        23760/720896   ( 3.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips           1776/32768       17760/327680   ( 5.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         29109/65536       58218/131072   (44.4%) 
cubemapsamples          38/1024          608/16384    ( 3.7%) 
overlays                26/512          9152/180224   ( 5.1%) 
LDR lightdata         [variable]     5283508/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      241221/393216   (61.3%) 
LDR ambient table     7169/65536       28676/262144   (10.9%) 
HDR ambient table     7169/65536       28676/262144   (10.9%) 
LDR leaf ambient     33375/65536      934500/1835008  (50.9%) 
HDR leaf ambient      7169/65536      200732/1835008  (10.9%) 
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]           1/86370    ( 0.0%) 
pakfile               [variable]     4172500/0        ( 0.0%) 
physics               [variable]     1070195/4194304  (25.5%) 
physics terrain       [variable]       26025/1048576  ( 2.5%) 

Level flags = 0

Total triangle count: 27498
Writing c:\program files\steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.bsp
4 minutes, 52 seconds elapsed
  -2.337347 -1.299201 0.000000
  -2.337347 -1.278825 0.000000
  2.063540 1.299201 0.000000
  -2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.bsp" "c:\program files\steam\steamapps\megawac\team fortress 2\tf\maps\cp_jagged_b1c.bsp"
Vvis doesnt run for w/e reason assuming its that area portal error

Oh Interlopers thoughts

Screenies by request:
areaportal.jpg

By megawac
areaportal2.jpg

By megawac at 2009-10-10
 
Last edited:

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Did you delete all 3?

Quick response but it was 2 brushes an areaportal and a brush that was below the portal that i used to get the exact size quickly, but didnt notice was selected when I pushed ctrl t
 
Last edited:

MoonQuake

L3: Member
Jul 18, 2009
111
21
Mega, how many of these area portals you have?
If you got a few, just go through them 1 by 1.

Use Entity report and have it list them all, then you select each portal one by one and look in the 2D views which ones have more than one block selected in red.

ALT-P (The problem checker) didn't find it for you either?

Try this and tell us if it helped.

MQ
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Just disable all visgroups except areaportals, then go through them.

Just did that and I also gone through them one by one (have about 30-40) and none are bound to 2 brushes. Good suggestion though

Mega, how many of these area portals you have?
If you got a few, just go through them 1 by 1.

Use Entity report and have it list them all, then you select each portal one by one and look in the 2D views which ones have more than one block selected in red.

ALT-P (The problem checker) didn't find it for you either?

Try this and tell us if it helped.

MQ
Alt+P shows up with no errors...

Looked through the notepad vmf again only two solids showed up and as I said both of them were not bound to entities, and their ids were 181918 and 71918

PS Quake it says how many I have in compile log
 
Last edited:

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Guess I did it wrong Youme :/ I was selecting them and than seeing if they were tied to more than one brush
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056

There is no need to bump after only 24 hours, especially with no new information to bring to the table.

No disrespect but how on earth did you do what nutomic said without finding the source of the problem? or did you shrug off what he suggested, because this IS how you're going to find your problem.

Turn off all the area portals then add them back in a group at a time and compile after each, then suddenly when it stops working you've found the responsible group.