Strange vbsp error when cordon is on, crashes when cordon is off

Discussion in 'Mapping Questions & Discussion' started by Puckey, May 29, 2014.

  1. Puckey

    Puckey L1: Registered

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    EDIT: Apparently my entire map is fucked up now. Gives me an EOF error when i try to open it.
    EDIT2: The old version of the map with these errors is essentially corrupted, so I'll have to end this topic as inconclusive I guess. Thanks to everyone for their help though.

    Recently i added a small section to the second control point of my in-progress map, and suddenly this error pops up.

    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:\Users\Jake\Documents\source\tf2\maps\cp_moon\cp_moon.vmf"
    
    Valve Software - vbsp.exe (May 15 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Jake\Documents\source\tf2\maps\cp_moon\cp_moon.vmf
    Patching WVT material: maps/cp_moon/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    WARNING: node without a volume
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (65536.000000, 65536.000000, 16376.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (65536.000000, 65536.000000, 16376.000000))
    WARNING: node without a volume
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (65536.000000, 65536.000000, -16376.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (65536.000000, 65536.000000, -16376.000000))
    **** leaked ****
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 0.0 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: Brush 165734: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 512.0 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: Brush 165734: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 1024.0 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: Brush 165734: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 512.0 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: Brush 165734: 
    
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    HashVec: point outside valid range
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Jake\Documents\source\tf2\maps\cp_moon\cp_moon.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_moon.bsp"
    
    
    Having done a bit of research i find that that error is caused by either a solid that is incredibly large, too close to the edge of the grid, or has invalid geometry. I have neither large solids nor any off the grid, and cannot seem to find any invalid geometry.

    This is with all visgroups containing non-essential geometry disabled, including displacements. The only ones enabled are nodraw [partial] and sky.

    Those coordinates seem invalid, as when i go to them using the View -> Go To Coordinates option all four of my grids go black and become unresponsive until i go back to 0, 0, 0. When I try to use View -> Go To Brush Number on a brush number given by the leak error message, Hammer says the brush doesn't exist.

    This is also with the cordon enabled as i had had it set to the area which i was working on.

    However, when i disable the cordon, vbsp crashes entirely with no error displayed.

    Any ideas, guys?

    Thanks very much.

    -- Jake
     
    Last edited: May 30, 2014
  2. Crash

    aa Crash func_nerd

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    I see you're having other problems now, but did you have ANY entities enabled when you tried your compile? If you don't it won't know where the "inside" of the map is and can cause issues.
     
  3. YM

    aa YM LVL100 YM

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    Off the top of my head, I'd guess you have an invalid brush (caused by dodgy vertex manip, or any one of a number of other things) that's causing vbsp to think you have a brush with one tip that shoots off to infinity with hammer rounding differently and making it look like a normal brush.

    Or it could be what crash suggests and the fact you have no entities at all

    - RE: EOF error:
    Rename the .vmx to .vmf and try opening that, it should be the previous save of your map renamed as a backup.
    Failing that, C:\HammerAutosave (or wherever hammer autosaves for you) and rename .vmf_autosave to .vmf

    If either of those give you an openable file use the cordon method to find what's wrong. (cordon 50% of the map and compile, if it still crashes, divide further, if it's fine, swap to the other half. Repeat until you have a small area to look in)
     
  4. Puckey

    Puckey L1: Registered

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    I did not, that's a great point though, i'll try and reenable an entity or two i suppose. Thanks.

    Yeah, all of these invalid brushes seem to be potentially caused by vertex manipulation, which i had been toying around with, but i'll have to do that cordon method to check for sure.

    As for the map file, i did try the vmx file but it didn't work either so i gave up and restored a week-old file via windows restore, and thankfully didn't lose too much, however i'll try and work on an autosave now, because now i'm hella curious. Thanks, man.

    EDIT: No autosave worked, thanks for your help though. Fortunately I didn't lose but a few minutes' worth of work.
     
    Last edited: May 30, 2014
  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Going into the .vmf with notepad and deleting the solid with the big numbers would have been enough i think.