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Old 07-17-2009, 08:02 AM   #1
Flock
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Default Need some help


Ok, so Im kinda new to map making (well I real-ish map) and Im getting this error...

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\krakenfire\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\krakenfire\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\krakenfire\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.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 trigger_hurt (-64.00 384.00 -320.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2050.0 3072.0 -698.5)
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 (2562.0 3072.0 -698.5)
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 (2051.0 3072.0 783.0)
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 (2562.0 3072.0 783.0)
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 (2049.0 3072.0 783.0)
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 (2142.5 3072.0 1817.5)
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 (2654.5 3072.0 1817.5)
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 (2560.0 4096.0 336.0)
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)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (141520 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 554 texinfos to 404
Reduced 8 texdatas to 8 (193 bytes to 193)
Writing C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.bsp" "c:\program files\steam\steamapps\krakenfire\team fortress 2\tf\maps\dm_tf2deathrunbetaZOMG.bsp"
I know what to do with the leak, but I can't find it... (lol) and Im not sure what the other stuff means? any help please?
 
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Old 07-17-2009, 08:07 AM   #2
Cameron:D
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Default Need some help


To find a leak go map>load pointfile. Follow the red like and ta-da! The other errors are probable related to he leak and/or areaportals

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Old 07-17-2009, 08:25 AM   #3
Flock
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Default Need some help


Thanks alot =]


But I'm not sure if this is extreamly bad, but what does this mean?

Code:
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...
 
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Old 07-17-2009, 08:33 AM   #4
Nutomic
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Default Need some help


This is just normal, you can ignore it.
 
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Old 07-17-2009, 08:35 AM   #5
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Default Need some help


Ok, and one last thing (hopefully)

My map doesn't have ANY leaks, and I can not find what is wrong with it, but once I start the map though hammer or regular tf2, it crashes.
It starts loading the map, and before the loading (on the bottom right) goes away, it crashes with a hl2.exe error.... any help?

Code:
** Executing...
** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:program filessteamsteamappskrakenfireteam fortress 2tfmaterials
Loading C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.vmf
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 C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.prt...Building visibility clusters...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (142961 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 545 texinfos to 396
Reduced 8 texdatas to 8 (193 bytes to 193)
Writing C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
reading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.prt
 535 portalclusters
1681 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (61)
Optimized: 472 visible clusters (0.00%)
Total clusters visible: 110401
Average clusters visible: 206
Building PAS...
Average clusters audible: 476
visdatasize:74106  compressed from 77040
writing c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
1 minute, 1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvrad.exe"
** Parameters:  -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
Setting up ray-trace acceleration structure... Done (0.10 seconds)
5557 faces
3488744 square feet [502379264.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5557 patches before subdivision
269513 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (117)
transfers 93904112, max 1524
transfer lists: 716.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.6282 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  74/1024         3552/49152    ( 7.2%) 
brushes                329/8192         3948/98304    ( 4.0%) 
brushsides            2326/65536       18608/524288   ( 3.5%) 
planes                3102/65536       62040/1310720  ( 4.7%) 
vertexes              6923/65536       83076/786432   (10.6%) 
nodes                 1943/65536       62176/2097152  ( 3.0%) 
texinfos               396/12288       28512/884736   ( 3.2%) 
texdata                  8/2048          256/65536    ( 0.4%) 
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                 5557/65536      311192/3670016  ( 8.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1679/65536       94024/3670016  ( 2.6%) 
leaves                2018/65536       64576/2097152  ( 3.1%) 
leaffaces             6545/65536       13090/131072   (10.0%) 
leafbrushes            836/65536        1672/131072   ( 1.3%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            30900/512000     123600/2048000  ( 6.0%) 
edges                15873/256000      63492/1024000  ( 6.2%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            206/32768        2060/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2676/65536        5352/131072   ( 4.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     7640056/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       74106/16777216 ( 0.4%) 
entdata               [variable]       54169/393216   (13.8%) 
LDR ambient table     2018/65536        8072/262144   ( 3.1%) 
HDR ambient table     2018/65536        8072/262144   ( 3.1%) 
LDR leaf ambient      1292/65536       36176/1835008  ( 2.0%) 
HDR leaf ambient      2018/65536       56504/1835008  ( 3.1%) 
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]      105719/0        ( 0.0%) 
physics               [variable]      142961/4194304  ( 3.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 13128
Writing c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
2 minutes, 36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp" "c:program filessteamsteamappskrakenfireteam fortress 2tfmapsdm_tf2deathrunbetaZOMG.bsp"


** Executing...
** Command: c:program filessteamsteam.exe
** Parameters: -applaunch 440 -game "c:program filessteamsteamappskrakenfireteam fortress 2tf"  +map "dm_tf2deathrunbetaZOMG"
 
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Old 07-17-2009, 11:17 AM   #6
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Default Need some help


Bump
 
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Old 07-17-2009, 11:32 AM   #7
Psy
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Default Need some help


Have you placed an info_player_teamspawn?

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Old 07-17-2009, 11:41 AM   #8
A Noobcake
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Default Need some help


Preferably 12 for each team. If you haven't placed them people don't have any places to spawn.

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Old 07-17-2009, 11:53 AM   #9
Owlruler
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Default Need some help


not 12, 16 is what you need.

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Old 07-17-2009, 12:56 PM   #10
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^that's probably the problem.

But I also noticed your map name has ZOMG in it. ZOMG is well known to crash servers and wont be very well accepted by the community in general.

Just joking, you can name it whatever you want, but don't use CAPS. They will cause server problems.

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