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Posted

So im working on a map, ran it thru compile pal, seems like no trouble there, but when I test the map I see this: 

20181212144402_1.jpg.6d0f92ca505796e2abfdedc9eb964e44.jpg20181212144330_1.jpg.58711d04c7edf0209471b01d8de86036.jpg

20181212141830_1.jpg.85c6604d767d8a879a9a21d12e9d2806.jpg20181212141822_1.jpg.159ac30172af7226f178e612b3593fc5.jpg20181212141902_1.jpg.61227fc67e10e0b87e1edd49ddad1f1e.jpg

Geometric anomalies that shouldn't bee there. How do I fix this? 

And the only errors that the log showed me were related to a few models but they weren't suppose to affect the map like this!

Posted

Starting a 'Fast' compile.
Starting compilation of aim_Wintermaze_2016_V2
Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop panel for material METAL/PRODVENTA, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/aim_wintermaze_2016_v2/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/aim_wintermaze_2016_v2/ground/blendsnow_conc_wvt_patch Patching WVT material: maps/aim_wintermaze_2016_v2/ground/blendsnow_tracks_wvt_patch Patching WVT material: maps/aim_wintermaze_2016_v2/ground/blendsnow_asphault_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3660.8 246.1 1410.5) 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: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3646.6 286.8 1256.0) 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 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3655.7 257.4 1256.0) 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 181309: ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3660.8 246.1 1410.5) 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: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3646.6 286.8 1256.0) 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 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3655.7 257.4 1256.0) 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 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -302.5 1359.0) 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 181318: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -302.5 1595.5) 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: Brush 181318: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1900 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/SnowyHills*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/SnowyHills*.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) (1717035 bytes) Error! prop_static using model "models/props/cs_office/computer_caseb.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb.mdl"! Error! prop_static using model "models/items/item_item_crate.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/items/item_item_crate.mdl"! Error! To use model "models/items/ammocrate_smg1.mdl"       with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_smg1.mdl"! Error! To use model "models/items/ammocrate_rockets.mdl"       with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_rockets.mdl"! Error! To use model "models/items/ammocrate_grenade.mdl"       with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_grenade.mdl"! Error! To use model "models/items/ammocrate_ar2.mdl"       with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_ar2.mdl"! 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 4310 texinfos to 2367 Reduced 112 texdatas to 101 (2732 bytes to 2319) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.bsp Wrote ZIP buffer, estimated size 177822, actual size 176268 9 seconds elapsed   -0.012700 3.035300 0.000000   0.038100 3.035300 0.000000   1.536700 -0.063500 0.000000   1.536700 3.035300 0.000000 make_triangles:calc_triangle_representation: Cannot convert   0.038100 3.035300 0.000000   1.536700 3.035300 0.000000   -0.012700 3.035300 0.000000   -0.012700 -0.063500 0.000000 make_triangles:calc_triangle_representation: Cannot convert   0.038100 3.035300 0.000000   1.536700 3.035300 0.000000   -0.012700 3.035300 0.000000   -0.012700 -0.063500 0.000000 make_triangles:calc_triangle_representation: Cannot convert Valve Software - vvis.exe (Jun 14 2017) fastvis = true nosort = true 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.prt 4847 portalclusters 17567 numportals BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (23) Optimized: 857882 visible clusters (4.50%) Total clusters visible: 19061184 Average clusters visible: 3932 Building PAS... Average clusters audible: 4498 visdatasize:5426933  compressed from 5893952 writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp 28 seconds elapsed Valve Software - vrad.exe SSE (Jun 14 2017)       Valve Radiosity Simulator     4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp Setting up ray-trace acceleration structure... Done (6.60 seconds) 24441 faces 5 degenerate faces 1762915 square feet [253859776.00 square inches] 10 Displacements 653 Square Feet [94149.13 Square Inches] 24436 patches before subdivision 24436 patches after subdivision 100 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (121) BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (93) transfers 16243238, max 5599 transfer lists: 123.9 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #1 added RGB(119595, 116006, 115105) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #2 added RGB(20037, 18508, 19742) Build Patch/Sample Hash Table(s).....Done<0.0690 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11) 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 (24) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                 292/1024        14016/49152    (28.5%) brushes               4074/8192        48888/98304    (49.7%) brushsides           48035/65536      384280/524288   (73.3%) planes               46758/65536      935160/1310720  (71.3%) vertexes             37906/65536      454872/786432   (57.8%) nodes                10578/65536      338496/2097152  (16.1%) texinfos              2367/12288      170424/884736   (19.3%) texdata                101/2048         3232/65536    ( 4.9%) dispinfos               10/0            1760/0        ( 0.0%) disp_verts             810/0           16200/0        ( 0.0%) disp_tris             1280/0            2560/0        ( 0.0%) disp_lmsamples        2400/0            2400/0        ( 0.0%) faces                24441/65536     1368696/3670016  (37.3%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces            17409/65536      974904/3670016  (26.6%) leaves               10871/65536      347872/2097152  (16.6%) leaffaces            30861/65536       61722/131072   (47.1%) leafbrushes           9215/65536       18430/131072   (14.1%) areas                    3/256            24/2048     ( 1.2%) surfedges           191477/512000     765908/2048000  (37.4%) edges               109693/256000     438772/1024000  (42.8%) LDR worldlights        100/8192         8800/720896   ( 1.2%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            1/32768          12/393216   ( 0.0%) waterstrips           3961/32768       39610/327680   (12.1%) waterverts               0/65536           0/786432   ( 0.0%) waterindices         60561/65536      121122/131072   (92.4%) VERY FULL! cubemapsamples           0/1024            0/16384    ( 0.0%) overlays                 3/512          1056/180224   ( 0.6%) LDR lightdata         [variable]     5646412/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]     5426933/16777216 (32.3%) entdata               [variable]      268525/393216   (68.3%) LDR ambient table    10871/65536       43484/262144   (16.6%) HDR ambient table    10871/65536       43484/262144   (16.6%) LDR leaf ambient     39448/65536     1104544/1835008  (60.2%) HDR leaf ambient     10871/65536      304388/1835008  (16.6%) occluders               28/0            1120/0        ( 0.0%) occluder polygons      160/0            1920/0        ( 0.0%) occluder vert ind      648/0            2592/0        ( 0.0%) detail props          [variable]           1/12       ( 8.3%) static props          [variable]           1/68898    ( 0.0%) pakfile               [variable]      176268/0        ( 0.0%) physics               [variable]     1717035/4194304  (40.9%) physics terrain       [variable]        1988/1048576  ( 0.2%) Level flags = 0 Total triangle count: 71338 Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp 4 minutes, 16 seconds elapsed 'Fast' compile finished in 00:04:54
20 errors/warnings logged:
  20 errors/warnings logged for aim_Wintermaze_2016_V2:
    ● 8x: Warning: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3])
    ● 2x: Caution: Error! prop_static using model &quot;[sub:1]&quot;, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    ● 6x: Caution: Error loading studio model &quot;[sub:1]&quot;!
    ● 3x: Warning: make_triangles:calc_triangle_representation: Cannot convert
    ● 1x: Info: fastvis = true

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