FindPortalSide: Couldn't find a good match for which brush to assign to a portal near

Discussion in 'Mapping Questions & Discussion' started by Seitan, Aug 22, 2017.

  1. Seitan

    Seitan L3: Member

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    Positive Ratings:
    16
    Hello, I modified a part of my map a few days ago and now I can't compile it, I can't seem to find the leak or anything that's causing this error

    Compile log:
    Code:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf"
    
    Valve Software - vbsp.exe (Jun 14 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/ctf_naogui/nature/blendgroundtogravel009_wvt_patch
    Patching WVT material: maps/ctf_naogui/nature/blendcobblestone_underworld001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (560.0 -2745.0 7083.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789363:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (560.0 -2736.9 7067.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789363:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (468.0 -2745.0 7083.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789364:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (468.0 -2736.9 7067.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789364:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-352.0 -2745.0 7083.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789039:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-352.0 -2736.9 7067.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789039:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-444.0 -2745.0 7083.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789040:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-444.0 -2736.9 7067.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 789040:
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (2)
    Find Visible Detail Sides...
    Merged 1522 detail faces...done (3)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Users\Seitann\Documents\Mapas\ctf_naogui.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    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 (14) (3442448 bytes)
    Unable to load vertex data "models/props/soda_machine.vvd"
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Seitann\Documents\Mapas\ctf_naogui.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_naogui.bsp"
    
    
     
  2. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    Positive Ratings:
    73
    http://www.interlopers.net/index.php?page=errors

    the source of my endless wisdom


    findportalside: couldn't find a good match for which brush to assign to a portal near (560.0 -2745.0 7083.0)

    Description:
    This error is usually followed by something like this:

    Leaf 0 contents:(may vary)
    Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
    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: [none or more brushnumbers]
    Usually, this error is caused by a leak, so fix it if it is.
    If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
    Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

    I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

    Solution:
    Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.

    See also:
    Finding brushnumbers and coordinates


    The affected object may not work and/or cause general errors

    Last contribution: Smurfy
     
  3. Seitan

    Seitan L3: Member

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    Positive Ratings:
    16
    I have already used Interlopers Compile Log Checker and I can't seem to find anything, it just points to a part on the map, I already simplified the area as much as I could and also checked if areaportals are ok.
     
  4. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    73
    try using cordon to make sure that is the trouble problem. If it is try rebuilding the brushwork if possible, or using cordon to pinpoint the exact problem. Other wise my wisdom has run out, sorry
     
  5. Off My Meds

    Off My Meds L1: Registered

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    0
    I had this error message a while back, and for me the fix was as simple as dividing up the Skybox into a few smaller sections, In the case of my map I had the entire thing enclosed in one giant box, and it was causing this issue.

    Additionally I believe this issue can be caused by area portals not properly sealing an area, and the pointfile wont always show this in my recent experience, You could try running a quick compile with your area portals off too see if you can narrow the issue down too those.
     
  6. Lampenpam

    aa Lampenpam

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    what does that mean? A leak is when your map isn't sealed, seal where the pointfile found a way outside. Mind that entities, water and displacements do not seal a map
     
  7. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    408
    This is the line you need to look for. In hammer, in the view menu click "Go to Brush Number..." and type in the ID stated in the compile log. Try rebuilding this brush or something. I had to move a brush slightly once before it worked.
     
  8. Seitan

    Seitan L3: Member

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    16
    I tried this one, and I still receive the same error
     
  9. Seitan

    Seitan L3: Member

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    16
    I mean this, when I paste the coordinates into the 'Go to Coordinates...' thing it brings me to this place

    [​IMG]
     
  10. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    73
    my only thought is if that is the origin of some big brush entity, like a resupply, or hint that is invisible from the inside.

    on a side note that tile is a tad repetitive, perhaps use it as a trim, or give that divider a different texture to break up the white grid. Other wise you risk looking like a hospital.
     
  11. Lampenpam

    aa Lampenpam

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    And have you loaded the pointfile to see where exactly the leak is?
     
  12. Seitan

    Seitan L3: Member

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    16
    It doesn't generate any pointfile, that's the weird part
     
  13. Seitan

    Seitan L3: Member

    Messages:
    136
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    16
    BUMP

    I'm still having this error
     
  14. ics

    aa ics http://ics-base.net

    Messages:
    696
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    422
    Sounds to me like a weird shape brush error. Could be even the clip brushes on stairs. Check alt+p for errors. Have you made any brushes that have only 3 corners, as in used vertex tool to merge some? Look at some of those.
     
  15. Seitan

    Seitan L3: Member

    Messages:
    136
    Positive Ratings:
    16
    Alright, I found the leak, it was a nodraw brush under a staircase, but now I have ANOTHER error, I compiled my map with Normal Settings, TF2 Launched and then crashed with the following message:

    "Engine Error
    portalnum > areaportals"

    I tried loading a pointfile but it doesn't generate any, I checked the compile log too, it doesn't show any errors, what's going on here?
    I'm going crazy, please help

    Code:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf"
    
    Valve Software - vbsp.exe (Jun 14 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/ctf_naogui/nature/blendgroundtogravel009_wvt_patch
    Patching WVT material: maps/ctf_naogui/nature/blendcobblestone_underworld001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 1440 detail faces...done (1)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\Seitann\Documents\Mapas\ctf_naogui.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    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 (8) (3637744 bytes)
    Unable to load vertex data "models/props/soda_machine.vvd"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Seitann\Documents\Mapas\ctf_naogui"
    
    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    8 threads
    reading c:\users\seitann\documents\mapas\ctf_naogui.bsp
    reading c:\users\seitann\documents\mapas\ctf_naogui.prt
    2816 portalclusters
    7390 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 192888 visible clusters (5.97%)
    Total clusters visible: 3232294
    Average clusters visible: 1147
    Building PAS...
    Average clusters audible: 1511
    visdatasize:1117647  compressed from 1982464
    writing c:\users\seitann\documents\mapas\ctf_naogui.bsp
    3 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\Seitann\Documents\Mapas\ctf_naogui"
    
    Valve Software - vrad.exe SSE (Jun 14 2017)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\users\seitann\documents\mapas\ctf_naogui.bsp
    Setting up ray-trace acceleration structure... Done (2.10 seconds)
    8678 faces
    6179311 square feet [889820864.00 square inches]
    161 Displacements
    270154 Square Feet [38902264.00 Square Inches]
    8678 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    237792 patches after subdivision
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (224)
    transfers 14833266, max 1274
    transfer lists: 113.2 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<0.2345 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
    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 (109)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                   1/1024           48/49152    ( 0.1%)
    brushes               1607/8192        19284/98304    (19.6%)
    brushsides           10065/65536       80520/524288   (15.4%)
    planes                2814/65536       56280/1310720  ( 4.3%)
    vertexes             18275/65536      219300/786432   (27.9%)
    nodes                10906/65536      348992/2097152  (16.6%)
    texinfos              1744/12288      125568/884736   (14.2%)
    texdata                 80/2048         2560/65536    ( 3.9%)
    dispinfos              161/0           28336/0        ( 0.0%)
    disp_verts           12273/0          245460/0        ( 0.0%)
    disp_tris            19456/0           38912/0        ( 0.0%)
    disp_lmsamples      686797/0          686797/0        ( 0.0%)
    faces                 8678/65536      485968/3670016  (13.2%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             3116/65536      174496/3670016  ( 4.8%)
    leaves               10908/65536      349056/2097152  (16.6%)
    leaffaces            10569/65536       21138/131072   (16.1%)
    leafbrushes          15973/65536       31946/131072   (24.4%)
    areas                    1/256             8/2048     ( 0.4%)
    surfedges            51857/512000     207428/2048000  (10.1%)
    edges                31203/256000     124812/1024000  (12.2%)
    LDR worldlights          0/8192            0/720896   ( 0.0%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            1/32768          12/393216   ( 0.0%)
    waterstrips            835/32768        8350/327680   ( 2.5%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         13314/65536       26628/131072   (20.3%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     8447208/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]     1117647/16777216 ( 6.7%)
    entdata               [variable]        3767/393216   ( 1.0%)
    LDR ambient table    10908/65536       43632/262144   (16.6%)
    HDR ambient table    10908/65536       43632/262144   (16.6%)
    LDR leaf ambient      6465/65536      181020/1835008  ( 9.9%)
    HDR leaf ambient     10908/65536      305424/1835008  (16.6%)
    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]        1812/0        ( 0.0%)
    physics               [variable]     2746432/4194304  (65.5%)
    physics terrain       [variable]           0/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 22013
    Writing c:\users\seitann\documents\mapas\ctf_naogui.bsp
    5 minutes, 56 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Seitann\Documents\Mapas\ctf_naogui.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_naogui.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -console -novid  +map "ctf_naogui" -steam
    
    
     
  16. Micnax

    aa Micnax I maek map

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    1,387
    Have you tried compiling with VVIS on Normal instead of Fast?
     
  17. Seitan

    Seitan L3: Member

    Messages:
    136
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    16
     
  18. Seitan

    Seitan L3: Member

    Messages:
    136
    Positive Ratings:
    16
    I have compiled my map with Fast and Normal settings, none of them works, the compile log shows a Fast compile one.
     
  19. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    73
    that error makes it sound like you have too many areaportals
     
  20. henke37

    aa henke37

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    446
    Guys, the error is obvious if you read the compile log. VBSP doesn't succeed because of the following error.
     
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