I have a mapping problems

Discussion in 'Mapping Questions & Discussion' started by Nylad, Oct 23, 2018.

  1. Nylad

    Nylad L1: Registered

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    >how do i place water into my world
    >how do i fix this issue where my walls disappear into the background even in game
    >how do i fix this issue where when i load up this map from Map.tf ultimate Mapping resource
     

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  2. [Rx.] Christian Troy

    [Rx.] Christian Troy L5: Dapper Member

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    Make a brush with the Nodraw texture, then change the top only of that brush with a water texture. Then place it where you need it and resize it as needed.
    I can't tell what is happening in that pic and with no details given on how it is happening. Are you able to post a compile log with a description of how it is exactly happening? Also have you checked your compile log with Interlopers yet? Found here: https://www.interlopers.net/index.php?page=errors
    Are you talking about how everything shows up in blocks or why you have the whole map selected? The blocks will disappear when you get closer to them and turn into props that you can see. Also in Hammer under Tools, Options, then under the 3d view tab, increase the Back Clipping Plane by sliding the little bar to 1000.
     
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  3. Nylad

    Nylad L1: Registered

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    OK thanks
     
  4. Nylad

    Nylad L1: Registered

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    i went on interloper and this came up
    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.
    what dose this mean
     
  5. DrSquishy

    aa DrSquishy ???

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    Could you post the whole compile-log please?
     
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  6. FloofCollie

    aa FloofCollie I really suck!

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    Problems mentioning portals and CONTENTS_SOLID usually indicate a leak. Go to map > load pointfile and if there is one, fix it.
    Remember that only world geometry can seal leaks, which would explain what you mentioned about turning brushes into world geometry.
     
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  7. Nylad

    Nylad L1: Registered

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    here is a plain old normal compile with no loading

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Beginer.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    8 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Beginer.vmf
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_tf2_04ft)
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity info_player_teamspawn (0.00 701.00 77.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 1024.0 541.5)
    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 (3584.0 1024.0 -170.5)
    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 (3584.0 1024.0 1056.0)
    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 (3584.0 1024.0 1096.0)
    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 (3584.0 2048.0 352.0)
    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 (4096.0 1536.0 352.0)
    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 (2560.0 1024.0 -11.5)
    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 (2560.0 1024.0 57.5)
    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 (0)
    *** 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) (18533 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 12 texinfos to 12
    Reduced 4 texdatas to 4 (88 bytes to 88)
    Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Beginer.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    1 second elapsed

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Beginer"

    Valve Software - vvis.exe (Aug 2 2018)
    8 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Beginer.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Beginer.prt
    LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Beginer.prt


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Beginer"

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

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Beginer.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    804 faces
    470824 square feet [67798768.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0038 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 9/1024 432/49152 ( 0.9%)
    brushes 45/8192 540/98304 ( 0.5%)
    brushsides 306/65536 2448/524288 ( 0.5%)
    planes 368/65536 7360/1310720 ( 0.6%)
    vertexes 1195/65536 14340/786432 ( 1.8%)
    nodes 575/65536 18400/2097152 ( 0.9%)
    texinfos 12/12288 864/884736 ( 0.1%)
    texdata 4/2048 128/65536 ( 0.2%)
    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 804/65536 45024/3670016 ( 1.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 234/65536 13104/3670016 ( 0.4%)
    leaves 585/65536 18720/2097152 ( 0.9%)
    leaffaces 894/65536 1788/131072 ( 1.4%)
    leafbrushes 287/65536 574/131072 ( 0.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 4687/512000 18748/2048000 ( 0.9%)
    edges 2404/256000 9616/1024000 ( 0.9%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 60/32768 600/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 810/65536 1620/131072 ( 1.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1689544/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 1901/393216 ( 0.5%)
    LDR ambient table 585/65536 2340/262144 ( 0.9%)
    HDR ambient table 585/65536 2340/262144 ( 0.9%)
    LDR leaf ambient 343/65536 9604/1835008 ( 0.5%)
    HDR leaf ambient 585/65536 16380/1835008 ( 0.9%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 18533/4194304 ( 0.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2143
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Beginer.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Beginer.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\Beginer.bsp"


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "Beginer" -steam
     
  8. FloofCollie

    aa FloofCollie I really suck!

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    This is your culprit, and is causing knock-on effects; fix the leak.
     
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  9. DrSquishy

    aa DrSquishy ???

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    Your level needs to be within a sealed box of world brushes - entities and displacements can't seal it, while no gaps can be present. You can load the point file from the Map dropdown menu in hammer to help
     
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