FindPortalSide error

Discussion in 'Mapping Questions & Discussion' started by dipp doop, Nov 16, 2016.

  1. dipp doop

    dipp doop L1: Registered

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    0
    Hello, so I ran my map and got an error, but one I have never encountered before. It was a findportalside error, and apparently a texture on my map is giving vbsp.exe a hard time. The only textures in my map are devs, wood, toolsskybox, triggers, water, and nodraw, and the coordinates do not provide any help at all. If you can help, that would be appreciated.

    Edit: Added 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.vmf"
    
    Valve Software - vbsp.exe (Nov 10 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity trigger_teleport (-11411.00 -128.00 -2388.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10377.5 2048.0 -1082.5)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10377.5 2048.0 2361.5)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10531.0 2048.0 0.0)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10905.5 2048.0 0.0)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 2560.0 0.0)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 3072.0 0.0)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 2048.0 -691.0)
    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:
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 2048.0 2361.5)
    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:
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (56085 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 163 texinfos to 120
    Reduced 16 texdatas to 14 (399 bytes to 303)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    Wrote ZIP buffer, estimated size 870, actual size 656
    1 second elapsed
    
    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1"
    
    Valve Software - vvis.exe (Nov  2 2016)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.prt
    
    
    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1"
    
    Valve Software - vrad.exe SSE (Nov  2 2016)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.05 seconds)
    2147 faces
    4 degenerate faces
    3991358 square feet [574755584.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    162 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (13)
    Build Patch/Sample Hash Table(s).....Done<0.0447 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    0 of 114 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  26/1024         1248/49152    ( 2.5%)
    brushes                130/8192         1560/98304    ( 1.6%)
    brushsides             949/65536        7592/524288   ( 1.4%)
    planes                 722/65536       14440/1310720  ( 1.1%)
    vertexes              3302/65536       39624/786432   ( 5.0%)
    nodes                 1712/65536       54784/2097152  ( 2.6%)
    texinfos               120/12288        8640/884736   ( 1.0%)
    texdata                 14/2048          448/65536    ( 0.7%)
    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                 2147/65536      120232/3670016  ( 3.3%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              436/65536       24416/3670016  ( 0.7%)
    leaves                1739/65536       55648/2097152  ( 2.7%)
    leaffaces             2269/65536        4538/131072   ( 3.5%)
    leafbrushes            636/65536        1272/131072   ( 1.0%)
    areas                    7/256            56/2048     ( 2.7%)
    surfedges            11431/512000      45724/2048000  ( 2.2%)
    edges                 6105/256000      24420/1024000  ( 2.4%)
    LDR worldlights        162/8192        14256/720896   ( 2.0%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            3/32768          36/393216   ( 0.0%)
    waterstrips            124/32768        1240/327680   ( 0.4%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          1767/65536        3534/131072   ( 2.7%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     5433300/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]           0/16777216 ( 0.0%)
    entdata               [variable]       20260/393216   ( 5.2%)
    LDR ambient table     1739/65536        6956/262144   ( 2.7%)
    HDR ambient table     1739/65536        6956/262144   ( 2.7%)
    LDR leaf ambient     12990/65536      363720/1835008  (19.8%)
    HDR leaf ambient      1739/65536       48692/1835008  ( 2.7%)
    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]         656/0        ( 0.0%)
    physics               [variable]       56085/4194304  ( 1.3%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 5353
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    23 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_agua_betav1.bsp"
    
    
     
    Last edited: Nov 17, 2016
  2. sooshey

    aa sooshey :3c

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    It's hard to help without seeing the compile log, but you can paste your log here and it will tell you what all your errors mean and how to fix them. It's a useful site if compile logs are new or confusing to you.
     
  3. ics

    aa ics http://ics-base.net

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    Your texture aka brush itself where it is, is somehow skewed or odd shaped but like said, post compile log to pastebin for example and link here.
     
  4. dipp doop

    dipp doop L1: Registered

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    Added compile.
     
  5. Vel0city

    aa Vel0city func_fish

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    You have a leak. A leak happens when an entity has contact with the outside void (the blackness in Hammer). This can be both a point entity (props, map logic) and brush entities (func_detail, triggers, etc). The compile aborts as soon as a leak is found. In Hammer, go to Map -> load pointfile. A red line will appear showing the leaking entity and where it leaks to. Don't delete the entity thinking that'll fix it, you have to find the hole and close it off with a world brush. Unload the pointfile via the same method as loading it (instead of load pointfile you click on Unload pointfile), then compile again.

    Also: you can check the compile log yourself via http://www.interlopers.net/errors/ . Copy your log into the box, then hit check log. It'll tell you what's wrong and how to fix things.
     
    • Agree Agree x 1
    Last edited: Nov 17, 2016
  6. dipp doop

    dipp doop L1: Registered

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    Actually, when I loaded pointfile, it just created a red line in the middle of the map.

    Here: upload_2016-11-17_7-55-25.png

    There are no entities or brushes or anything there.
     
  7. Vel0city

    aa Vel0city func_fish

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