Some errors I got fixed.

Discussion in 'Mapping Questions & Discussion' started by kufte, Feb 11, 2017.

  1. kufte

    kufte L1: Registered

    Messages:
    13
    Positive Ratings:
    0
    Starting a 'Fast' compile.
    Starting compilation of D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.vmf
    Valve Software - vbsp.exe (Dec 15 2016)
    4 threads
    materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.vmf
    material "ads/ad01" not found.
    Material not found!: ADS/AD01
    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)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.prt...Building visibility clusters...
    done (0)
    material "skybox/sky_dustrt" not found.
    Can't load skybox file skybox/sky_dust to build the default cubemap!
    Can't load skybox file skybox/sky_dust 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) (2558 bytes)
    Error loading studio model "models/props/de_inferno/hr_i/flower_pots/flower_planter_d.mdl"!
    Error loading studio model "models/props_urban/plastic_bucket001.mdl"!
    Error loading studio model "models/props/de_prodigy/prodgrassa.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 16 texinfos to 2
    Reduced 2 texdatas to 2 (27 bytes to 27)
    Writing D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed
    CMaterialDict::Shutdown m_MissingList count: 2
    Valve Software - vvis.exe (Dec 15 2016)
    fastvis = true
    nosort = true
    4 threads
    reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
    reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.prt
    4 portalclusters
    4 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44 compressed from 64
    writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed
    Valve Software - vrad.exe SSE (Dec 15 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    16 faces
    59550 square feet [8575328.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    16 patches before subdivision
    16 patches after subdivision
    sun extent from map=0.000000
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 48, max 4
    transfer lists: 0.0 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<0.0000 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 1/1024 48/49152 ( 0.1%)
    brushes 6/8192 72/98304 ( 0.1%)
    brushsides 36/65536 288/524288 ( 0.1%)
    planes 82/65536 1640/1310720 ( 0.1%)
    vertexes 43/65536 516/786432 ( 0.1%)
    nodes 27/65536 864/2097152 ( 0.0%)
    texinfos 2/12288 144/884736 ( 0.0%)
    texdata 2/2048 64/65536 ( 0.1%)
    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 16/65536 896/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6/65536 336/3670016 ( 0.0%)
    leaves 29/65536 928/2097152 ( 0.0%)
    leaffaces 16/65536 32/131072 ( 0.0%)
    leafbrushes 32/65536 64/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 88/512000 352/2048000 ( 0.0%)
    edges 57/256000 228/1024000 ( 0.0%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 0/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 44/16777216 ( 0.0%)
    entdata [variable] 765/393216 ( 0.2%)
    LDR ambient table 29/65536 116/262144 ( 0.0%)
    HDR ambient table 29/65536 116/262144 ( 0.0%)
    LDR leaf ambient 50/65536 1400/1835008 ( 0.1%)
    HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
    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] 2558/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 32
    Writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed
    D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.bsp -> D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\tate_statia.bsp
    1 File(s) copied
    Starting compilation of D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf
    Valve Software - vbsp.exe (Dec 15 2016)
    4 threads
    materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf
    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 (3176.00 9040.08 6696.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 13312.0 2364.0)
    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 (12288.0 12800.0 2364.0)
    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 13312.0 2364.0)
    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 13312.0 2364.0)
    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 (8704.0 13312.0 2364.0)
    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 (12288.0 11776.0 2364.0)
    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 (12288.0 10752.0 2364.0)
    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 (12288.0 9728.0 2364.0)
    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...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 13236 detail faces...done (2)
    Merging details...done (0)
    FixTjuncs...
    Too many t-junctions to fix up! (3378 prims, max 32768 :: 65565 indices, max 65536)

    An error cancelled the compile.
    Valve Software - vvis.exe (Dec 15 2016)
    fastvis = true
    nosort = true
    4 threads
    reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
    Error opening d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
    Valve Software - vrad.exe SSE (Dec 15 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
    Error opening d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
    0 File(s) copied
    'Fast' compile finished in 00:00:05
    15 errors/warnings logged:
    (1) - Material not found!: [sub:1] (Caution)
    (2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
    (3) - Error loading studio model &quot;[sub:1]&quot;! (Caution)
    (4) - Error loading studio model &quot;[sub:1]&quot;! (Caution)
    (5) - fastvis = true (Info)
    (6) - **** leaked **** (Error)
    (7) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (8) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (9) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (10) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (11) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (12) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (13) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
    (14) - Too many t-junctions to fix up! (Fatal Error)
    (15) - fastvis = true (Info)

    Can anyone help me fix this? I want to participate, but I cant. This is what I have so far, also when compile the map with hammer and compile pal I dont get the .bsp file in my maps folder.
     

    Attached Files:

  2. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    836
    You actually posted two different compiles. The first is for a map whose VMF is in the CSGO dir, but whose BSP was eventually copied to D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\tate_statia.bsp. I'm going to ignore all that and focus on the second compile of D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf.

    You have a leak.
    Go to the Map menu and click Load Pointfile, then click Yes to load the map's default pointfile. Look for a red line on 2D views. Select the entity that is reporting the leak and press Ctrl+Shift+E to go to it in the 3D view, and Ctrl+E to go to it in all 2D views. Follow the red line. You have made the roof skybox brush a func_detail. Skybox brushes need to be world brushes ('solids' in the Hammer status bar). Select it and hit Ctrl+Shift+W to turn it back to a solid.

    T-junctions.
    T-junctions are where two brushes intersect each other and when the map is compiled, they are chopped up. Your big window-like things are made up of many horizontal and vertical slat brushes which intersect.

    [​IMG]

    If there were a lot fewer, it wouldn't be a problem. I recommend removing all those thin brushes and texturing the large black faces with a material that looks like a window. You can scale it up using the Face Edit Sheet tool (Shift+A).

    [​IMG]

    Brushwork not aligned to the grid.
    Those slats I advised you to delete were not aligned to the grid. That means that their vertices (corners) do not live on a grid point. It's not a problem with simple geometry but as your skill grows it will cause you more work down the line. Use the Vertex Edit tool (Shift+V) to edit brush vertices.

    [​IMG]

    [​IMG]

    You don't have to worry about that now if you intend to delete the brushes but you should keep an eye out for dodhy brushwork in future. It helps to zoom in using the mouse wheel and increase the grid density using the [ and ] keys to see grid size '1', which corresponds to one Hammer unit.

    After making the changes above, your map compiles fine.

    [​IMG]
     
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