Interlopers says this :
brush 26588: areaportal brush doesn't touch two areas
Description:
One of your areaportals touches either too many, or to few areas. Possible causes are:
-areaportals touching/intersecting each other (this causes them to touch more than two areas)
-areaportals not sealing an area ( you can move from one side of the areaportal to the other side, without crossing world geometry or other areaportals). This is also regarded as a leak.
Solution:
The fix would be to move your areaportal(s) around so the above situations don't occur. You may need to read up on the usage of areaportals if you don't understand the problem. I suggest you find your areaportals using it's brushnumber (view->go to brush ( 26588 )
See also:
Areaportals
WIKI: Func_areaportal
The affected object may not work and/or cause general errors
Last contribution:
Anonymous
entity prop_static (-252.00 -898.00 65.49) leaked!
Description:
You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).
Solution:
Fix the leak.
See also:
WIKI: leaks
This error will cause your map to fail compiling correctly
Last contribution:
Anonymous
can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.
Solution:
WIKI: Skybox
The affected object may not work/appear properly
Last contribution:
Anonymous
findportalside: couldn't find a good match for which brush to assign to a portal near (-319.5 -840.0 334.0)
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
**** leaked ****
Description:
You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).
Solution:
Fix the leak.
See also:
WIKI: leaks
This error will cause your map to fail compiling correctly
Last contribution:
Anonymous
error loading studio model ""!
Description:
You have an model-based entity (prop_something) without a model specified.
Solution:
To fix, delete it or give it a model. It can be hard to find, and if you really cant find it, use this trick: open your map (.vmf) in wordpad, and search for the string:
"model" ""
replace it with something you never used in your map, eg.
"model" "somenameineverusedforanentity"
Save the file, and open it up in hammer again. using 'entity report' in Hammer, you can search for the string "somenameineverusedforanentity" and your entity comes up. Alternatively, you may delete the entire entity, by removing it entirely:
entity
{
"some stuff" "more stuff"
"model" ""
"origin" xx xx xx"
editor
{
"color" "220 30 220"
"visgroupid" "2"
"visgroupshown" "1"
}
}
would be what you can delete. after the last "}" the next entity will be specified. Remember to delete the entire entity, and only that one, or your map may get broken. As a precaution, you should always backup your map before editing it in a text editor.
The affected object may not work and/or cause general errors
Last contribution:
Mr. Happy
make_triangles:calc_triangle_representation: cannot convert
Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.
Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.