B
Buster Charlie
I cloned half my map to make the red side of the map, and now i'm getting weird phantom leaks.
For example, I am getting a leak THROUGH a solid non entity brush.
As in I load the pointfile and it's going through the center of a solid brush, not between a bseam, but through the meat of it.
obviously I can't release a map that has a leak, so can anyone tell me how fucked i am?
I'm also getting some weird material errors..
[username] replaced to protect the innocent.
For example, I am getting a leak THROUGH a solid non entity brush.
As in I load the pointfile and it's going through the center of a solid brush, not between a bseam, but through the meat of it.
obviously I can't release a map that has a leak, so can anyone tell me how fucked i am?
I'm also getting some weird material errors..
[username] replaced to protect the innocent.
materialPath: e:\steam\steamapps\[username]\team fortress 2\tf\materials
Loading E:\TF2 Mod\Badlandsclassic31.vmf
Patching WVT material: maps/badlandsclassic31/nature/blendrockground005_wvt_patch
Patching WVT material: maps/badlandsclassic31/nature/blendrockground002_wvt_patch
Patching WVT material: maps/badlandsclassic31/nature/blendrockground004_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (1250.00 5005.00 551.24) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 6184.0 184.0)
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 (0.0 6184.0 1504.0)
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 (0.0 6696.0 1288.0)
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 (-512.0 7168.0 1288.0)
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 (-512.0 5120.0 -16.0)
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 (-512.0 5120.0 2.0)
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 (-512.0 5120.0 1306.0)
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 (0.0 5244.0 -8.0)
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material METAL/IBEAM003 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material METAL/IBEAM003 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material METAL/IBEAM003 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_432_5024_448 doesn't have a $bottommaterial
error: material METAL/METALSTAIR001A doesn't have a $bottommaterial
error: material METAL/METALSTAIR001A doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_004b_176_4493_736 doesn't have a $bottommaterial
done (1)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 3546 detail faces...done (2)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (4) (1830505 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10072 texinfos to 6078
Reduced 214 texdatas to 175 (9028 bytes to 7128)
Writing E:\TF2 Mod\Badlandsclassic31.bsp
28 seconds elapsed