Warning: array_merge() [function.array-merge]: Argument #1 is not an array in [path]/archive/global.php(40) : eval()'d code on line 2
func_door leak. water does not render correctly. [Archive] - TF2Maps.net Forums

PDA

View Full Version : func_door leak. water does not render correctly.


Mormur
06-26-2008, 04:07 PM
** Executing...
** Command: "c:\program files\steam\steamapps\mormur\sourcesdk\bin\orangeb ox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mormur\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\mormur\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.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 func_door (-1651.00 1372.00 118.99) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 -2048.0 1368.0)
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 (1024.0 -1808.0 1368.0)
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 (1024.0 -1312.0 1368.0)
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 (1024.0 -1040.0 88.5)
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 (1024.0 -1040.0 1471.5)
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 -1024.0 1471.0)
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 -1024.0 125.0)
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 (10.0 -1024.0 53.0)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (41065 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 264 texinfos to 210
Reduced 18 texdatas to 16 (500 bytes to 381)
Writing C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mormur\sourcesdk\bin\orangeb ox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mormur\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.bsp
reading c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.prt


** Executing...
** Command: "c:\program files\steam\steamapps\mormur\sourcesdk\bin\orangeb ox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\mormur\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Mormur
06-26-2008, 04:07 PM
Loading c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.42 seconds)
1173 faces
643485 square feet [92661840.00 square inches]
42 Displacements
244110 Square Feet [35151916.00 Square Inches]
sun extent from map=0.000000
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0133 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 104/8192 1248/98304 ( 1.3%)
brushsides 662/65536 5296/524288 ( 1.0%)
planes 644/65536 12880/1310720 ( 1.0%)
vertexes 1613/65536 19356/786432 ( 2.5%)
nodes 770/65536 24640/2097152 ( 1.2%)
texinfos 210/12288 15120/884736 ( 1.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 42/0 7392/0 ( 0.0%)
disp_verts 3066/0 61320/0 ( 0.0%)
disp_tris 4800/0 9600/0 ( 0.0%)
disp_lmsamples 217232/0 217232/0 ( 0.0%)
faces 1173/65536 65688/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 550/65536 30800/3670016 ( 0.8%)
leaves 784/65536 25088/2097152 ( 1.2%)
leaffaces 1285/65536 2570/131072 ( 2.0%)
leafbrushes 277/65536 554/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7667/512000 30668/2048000 ( 1.5%)
edges 4020/256000 16080/1024000 ( 1.6%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 89/32768 890/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1407/65536 2814/131072 ( 2.1%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1248292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 29226/393216 ( 7.4%)
LDR ambient table 784/65536 3136/262144 ( 1.2%)
HDR ambient table 784/65536 3136/262144 ( 1.2%)
LDR leaf ambient 5385/65536 150780/1835008 ( 8.2%)
HDR leaf ambient 784/65536 21952/1835008 ( 1.2%)
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] 1/1320 ( 0.1%)
pakfile [variable] 845946/0 ( 0.0%)
physics [variable] 41065/4194304 ( 1.0%)
physics terrain [variable] 4762/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 3125
Writing c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\ mapsrc\cp_ewokinvasion.bsp" "c:\program files\steam\steamapps\mormur\team fortress 2\tf\maps\cp_ewokinvasion.bsp"



this can be deleted after DrPepper helps me find out why this func_door wont work

Youme
06-26-2008, 04:10 PM
First off fix the leak, THEN try and figure out why things arent working. Leaks cause all sorts of problems so that is a TOP PRIORITY for trouble shooting

leak - http://developer.valvesoftware.com/wiki/Leak

compile log error checker (always always use before posting logs ;)) - http://www.interlopers.net/index.php?page=errors

Mormur
06-26-2008, 04:25 PM
i tried fixing it 3 times already but it didnt seem to work, so pepper asked me to post the vmf, which im going to do

drpepper
06-26-2008, 04:28 PM
right off the bat. i can see you have very obvious and large leaks.

a leak is where a map isnt enclosed all the way. you can NOT have holes in your map that lead to the outside.

Mormur
06-26-2008, 04:59 PM
i didnt think i had any

MangyCarface
06-26-2008, 05:08 PM
If it says leaked, then you probably have one

Load the pointfile, check the VDC to find how

Mormur
06-26-2008, 05:21 PM
ive done that, and worked on what it said was leaked but nothing fixed it, anyways i think its all sorted out now

Immortal-D
06-26-2008, 05:27 PM
I should point out that a common mistake is thinking the entity being pointed at is causing the problem. The entity is just a point of reference, the actual leak is going to be at a part of the brush.

Mormur
06-26-2008, 06:02 PM
ok so i got that fixed, but now characters spawn outside the map, even though the entites are inside the spawn room and yes they are off the ground

Nineaxis
06-26-2008, 06:22 PM
http://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom

Name them?