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Old 04-09-2008, 12:21 AM   #1
Nuk3m
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Whats wrong with this compile? Aside from the leak...

Quote:
** Executing...
** Command: "d:\program files\steam\steamapps\nukem373@hotmail.com\sources dk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\FortressForever" "D:\ff_murderball_a14"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\program files\steam\steamapps\SourceMods\FortressForever\m aterials
Loading D:\ff_murderball_a14.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 light_environment (-376.00 -160.00 168.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 3072.0, 232.0)
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 (3072.0, 2560.0, 232.0)
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 (1536.0, 2048.0, 232.0)
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, 2232.0, 256.0)
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, 2480.0, -8.0)
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, 2472.0, 64.0)
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, 2536.0, 64.0)
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, 2480.0, 200.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 11574 detail faces...done (4)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_lostcoast_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_lostcoast_hdr*.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 (2) (2299301 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1743 texinfos to 1166
Reduced 72 texdatas to 63 (2164 bytes to 1701)
Writing D:\ff_murderball_a14.bsp
16 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\nukem373@hotmail.com\sources dk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\FortressForever" "D:\ff_murderball_a14"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\ff_murderball_a14.bsp
reading d:\ff_murderball_a14.prt
LoadPortals: couldn't read d:\ff_murderball_a14.prt


** Executing...
** Command: "d:\program files\steam\steamapps\nukem373@hotmail.com\sources dk\bin\ep1\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\FortressForever" "D:\ff_murderball_a14"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file d:\program files\steam\steamapps\nukem373@hotmail.com\sources dk\bin\ep1\bin\lights.rad.
Loading d:\ff_murderball_a14.bsp
No vis information, direct lighting only.
15154 faces
17 degenerate faces
474884 square feet [68383360.00 square inches]
0 displacements
0 square feet [0.00 square inches]
125 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1213)
Build Patch/Sample Hash Table(s).....Done<0.2723 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 5126/8192 61512/98304 (62.6%)
brushsides 55987/65536 447896/524288 (85.4%) VERY FULL!
planes 42456/65536 849120/1310720 (64.8%)
vertexes 29978/65536 359736/786432 (45.7%)
nodes 3924/65536 125568/2097152 ( 6.0%)
texinfos 1166/12288 83952/884736 ( 9.5%)
texdata 63/2048 2016/65536 ( 3.1%)
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 15154/65536 848624/3670016 (23.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12670/65536 709520/3670016 (19.3%)
leaves 3954/65536 126528/2097152 ( 6.0%)
leaffaces 18215/65536 36430/131072 (27.8%)
leafbrushes 7586/65536 15172/131072 (11.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 124427/512000 497708/2048000 (24.3%)
edges 77296/256000 309184/1024000 (30.2%)
LDR worldlights 122/8192 10736/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1775/32768 17750/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 35910/65536 71820/131072 (54.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5835396/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 39085/393216 ( 9.9%)
LDR leaf ambient 3954/65536 94896/1572864 ( 6.0%)
HDR leaf ambient 0/65536 0/1572864 ( 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] 176446/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2299301/4194304 (54.8%)
==== Total Win32 BSP file data space used: 13019806 bytes ====

Total triangle count: 43291
Writing d:\ff_murderball_a14.bsp
20 minutes, 17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\ff_murderball_a14.bsp" "d:\program files\steam\steamapps\SourceMods\FortressForever\m aps\ff_murderball_a14.bsp"
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Old 04-09-2008, 12:50 AM   #2
GambiT
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from what i gather from a quick glance, just your leak, fix it and it should fix your other errors.
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-------------------------------FF_Rock2(WIP)------------------------------
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Old 04-09-2008, 01:16 AM   #3
Gator-
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The easiest way to find your leak after you're done compiling is to go to map > load pointfile > yes. Find the red line and seal the leak.

Posting logs is old! Check out http://www.interlopers.net/index.php?page=errors and paste your log there > check for errors.
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Old 04-09-2008, 04:45 AM   #4
Nuk3m
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yeah well, i know how to fix leaks, just a bunch of random errors showed up afterward. ah yeah I forgot bout that tool
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Old 04-09-2008, 07:21 AM   #5
Mr. Happy
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Quote:
Originally Posted by GambiT
from what i gather from a quick glance, just your leak, fix it and it should fix your other errors.
WILL fix.
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