Should I edit a previouslly mapped map with the new Rc's Build programs???

Discussion in 'Archive' started by dnc, Aug 13, 2007.

  1. dnc

    dnc Member

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    I have previously made an unreleased map that is near finish that i would like to finish, but i was wondering if i should use the 1.08 RC 19 build programs and basicly map for the RC's.

    I was just really wondering if this would make a difference to the map/ping??? as i have been away for awile i dont know what has changed.

    (p.s. werent sure if this were to go in mapping or RC as it involves the RC)
     
  2. Solokiller

    Solokiller Member

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    Normally, a map made for 1.07 should work fine in 1.08, although more materials and models are available in 1.08. You can set up hammer for 1.08, but you can't start a server to test the map in 1.08.
     
  3. dnc

    dnc Member

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    well aint that a dilemma
    could i start it in 1.07 though, basicly would it be backwards compatible? (though i doubt it)
     
  4. Solokiller

    Solokiller Member

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    You could copy all the materials from 1.08 into a copy of 1.07 to use the new materials, but then the paths for all materials, models, and everything else would be screwed up when you try to play it in 1.08.
     
  5. Grizzly

    Grizzly BEAR SIZED DOORS

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    Basicly you can map for 1.07 and it will work fine for the newer RC's
    Allthough since you have posted about your map, there is still one thing you have to do, and thats posting piks
    we must see!
     
  6. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    I agree, pics or it didn't happen. And what's the name?
     
  7. dnc

    dnc Member

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    ive already posted pics some where before, and its my old (pretty crap to the newer maps) emp_2_hills.


    but the pics i have are very old and dont really show the latest versions... so ill get some to you as soon as i can
     
  8. dnc

    dnc Member

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    ok problem. :(

    When i try to run the map from emp 1.07 i unexpectantly crash out of emp with the message "hl2.exe has stopped working" (as you can see im one of the unfortunate ones who are using vista) But I get no information about why I have crashed so i cannot fix the problem.

    The only reason i can think of why it has stopped working is from my compile log which gives a few nasty errors... but I want to know why i just get a complete failure, so can anybody shed any light onto this, or at least reccommend a way of dbugging it...???
     
  9. Solokiller

    Solokiller Member

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    Post the compile log here, and i'll see what you can do to fix it.
     
  10. dnc

    dnc Member

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    well if you would like to have a look at my horrible compile log sure, but before you say anything i have tried to find some of the problems with the cordon tool but with no avail...



    materialPath: e:\program files\valve\steam\SteamApps\SourceMods\Empires\materials
    Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.vmf
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 350 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.prt...done (1)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_06*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
    Can't load skybox file skybox/sky_day01_06 to build the default cubemap!
    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) (517279 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 1061 texinfos to 690
    Reduced 36 texdatas to 29 (1073 bytes to 830)
    Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp
    17 seconds elapsed



    2 threads
    reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp
    reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.prt
    3454 portalclusters
    9905 numportals
    0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    WARNING: Cluster portals saw into cluster
    Optimized: 168471 visible clusters (0.00%)
    Total clusters visible: 6898889
    Average clusters visible: 1997
    Building PAS...
    Average clusters audible: 3351
    visdatasize:2526984 compressed from 2984256
    writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp
    27 seconds elapsed



    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad.
    Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp
    10408 faces
    59 degenerate faces
    12593084 square feet [1813404160.00 square inches]
    1033 displacements
    8266700 square feet [1190404864.00 square inches]
    10349 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    119241 patches after subdivision
    2 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 10998482, max 1574
    transfer lists: 83.9 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(161124, 141723, 78464)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9519, 7951, 4343)
    Build Patch/Sample Hash Table(s).....Done<1.0321 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 20/1024 960/49152 ( 2.0%)
    brushes 1374/8192 16488/98304 (16.8%)
    brushsides 15726/65536 125808/524288 (24.0%)
    planes 19926/65536 398520/1310720 (30.4%)
    vertexes 20226/65536 242712/786432 (30.9%)
    nodes 7987/65536 255584/2097152 (12.2%)
    texinfos 690/12288 49680/884736 ( 5.6%)
    texdata 29/2048 928/65536 ( 1.4%)
    dispinfos 1033/0 181808/0 ( 0.0%)
    disp_verts 293545/0 5870900/0 ( 0.0%)
    disp_tris 519680/0 1039360/0 ( 0.0%)
    disp_lmsamples 291430/0 291430/0 ( 0.0%)
    faces 10408/65536 582848/3670016 (15.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 5291/65536 296296/3670016 ( 8.1%)
    leaves 8008/65536 256256/2097152 (12.2%)
    leaffaces 11595/65536 23190/131072 (17.7%)
    leafbrushes 5453/65536 10906/131072 ( 8.3%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 72359/512000 289436/2048000 (14.1%)
    edges 40603/256000 162412/1024000 (15.9%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    waterstrips 1145/32768 11450/327680 ( 3.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 19026/65536 38052/131072 (29.0%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2914772/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 2526984/16777216 (15.1%)
    entdata [variable] 21775/393216 ( 5.5%)
    LDR leaf ambient 8008/65536 192192/1572864 (12.2%)
    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] 1/19202 ( 0.0%)
    pakfile [variable] 21690/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:
    physics [variable] 517279/4194304 (12.3%)
    ==== Total Win32 BSP file data space used: 16339934 bytes ====

    Total triangle count: 30116
    Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp
    11 minutes, 46 seconds elapsed
     
  11. dnc

    dnc Member

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    oh and i am working in 1.07 now
     
  12. Broccoli

    Broccoli Member

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    I think this is your problem area:
    This doesn't sound promising either:
    Interlopers recommends:
    It sounds like you're getting happy with vertex manipulation. Check out any complex brushes you've made, and make sure that they are all neat and proper. Using alt-p can find the majority of invalid brushes.
     
    Last edited: Aug 13, 2007
  13. Solokiller

    Solokiller Member

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    "WARNING: Cluster portals saw into cluster basically means that VIS is freaking out over your leaves. Turning some angled geometry in my map into func_brushes made the message go away. Run GLview and if you see a lot of white lines really close together or at a bunch of angles, you've found your problem."

    As that person said, you have angled brushes in your map that are causing vis to go nuts over your visleafs, find them, and either change them, or turn them into func_detail, but make sure not to create a leak.
     
  14. dnc

    dnc Member

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    ok this backed up what i thought before , ill have another bash at it and see what i can do than...
     
  15. Caelo

    Caelo Member

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    I wonder how you managed to do this :)
     
  16. dnc

    dnc Member

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    yeah i did some very strange brushes in a few areas... SO if i group some brushes and than func_brushes than that sld fix it??? or do i have to do it to the individual brushes???
     
  17. dnc

    dnc Member

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    yay i now have only 4 cluster portals saw into cluster!!!

    tbh im so happy cos ive had this error for about a year!!!!
     
  18. Grizzly

    Grizzly BEAR SIZED DOORS

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    Do a Ctrl + P and see if you get anny errors there
    if you have indeed done some "wierd brushes", then chances are that those are causing the crashes
     
  19. dnc

    dnc Member

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    check this out!!!

    Code:
    ** Executing...
    ** Command: "e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\vbsp.exe"
    ** Parameters: -game "e:\program files\valve\steam\SteamApps\SourceMods\Empires" "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills"
    
    Valve Software - vbsp.exe (Dec 11 2006)
    2 threads
    materialPath: e:\program files\valve\steam\SteamApps\SourceMods\Empires\materials
    Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (1)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 422 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_06*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.
    
    No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
    Can't load skybox file skybox/sky_day01_06 to build the default cubemap!
    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) (421604 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 909 texinfos to 555
    Reduced 34 texdatas to 28 (986 bytes to 779)
    Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    17 seconds elapsed
    
    ** Executing...
    ** Command: "e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\vvis.exe"
    ** Parameters: -fast -game "e:\program files\valve\steam\SteamApps\SourceMods\Empires" "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills"
    
    Valve Software - vvis.exe (May 22 2006)
    fastvis = true
    2 threads
    reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.prt
    2431 portalclusters
    6415 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (12)
    Optimized: 67100 visible clusters (0.00%)
    Total clusters visible: 5037883
    Average clusters visible: 2072
    Building PAS...
    Average clusters audible: 2332
    visdatasize:1454289  compressed from 1478048
    writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    15 seconds elapsed
    
    ** Executing...
    ** Command: "e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\vrad.exe"
    ** Parameters: -bounce 2 -noextra -game "e:\program files\valve\steam\SteamApps\SourceMods\Empires" "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills"
    
    Valve Software - vrad.exe SSE (May 22 2006)
    ----- Radiosity Simulator ----
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad.
    Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    7369 faces
    19 degenerate faces
    12589089 square feet [1812828928.00 square inches]
    1033 displacements
    8266700 square feet [1190404864.00 square inches]
    7350 patches before subdivision
    zero area child patch
    zero area child patch
    115806 patches after subdivision
    2 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (202)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (479)
    transfers 9189166, max 1335
    transfer lists:  70.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(145125, 126784, 69206)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(8227, 6811, 3680)
    Build Patch/Sample Hash Table(s).....Done<2.8640 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (8)
    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                  19/1024          912/49152    ( 1.9%) 
    brushes               1167/8192        14004/98304    (14.2%) 
    brushsides           12104/65536       96832/524288   (18.5%) 
    planes               12036/65536      240720/1310720  (18.4%) 
    vertexes             14018/65536      168216/786432   (21.4%) 
    nodes                 6250/65536      200000/2097152  ( 9.5%) 
    texinfos               555/12288       39960/884736   ( 4.5%) 
    texdata                 28/2048          896/65536    ( 1.4%) 
    dispinfos             1033/0          181808/0        ( 0.0%) 
    disp_verts          293545/0         5870900/0        ( 0.0%) 
    disp_tris           519680/0         1039360/0        ( 0.0%) 
    disp_lmsamples      291430/0          291430/0        ( 0.0%) 
    faces                 7369/65536      412664/3670016  (11.2%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             4502/65536      252112/3670016  ( 6.9%) 
    leaves                6270/65536      200640/2097152  ( 9.6%) 
    leaffaces             7413/65536       14826/131072   (11.3%) 
    leafbrushes           4397/65536        8794/131072   ( 6.7%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges            53450/512000     213800/2048000  (10.4%) 
    edges                30443/256000     121772/1024000  (11.9%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    waterstrips            793/32768        7930/327680   ( 2.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         13602/65536       27204/131072   (20.8%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     2689940/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]     1454289/16777216 ( 8.7%) 
    entdata               [variable]       21709/393216   ( 5.5%) 
    LDR leaf ambient      6270/65536      150480/1572864  ( 9.6%) 
    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]           1/19190    ( 0.0%) 
    pakfile               [variable]       21528/0        ( 0.0%) 
    
    Level flags = 0
    
    Win32 Specific Data:
    physics               [variable]      421604/4194304  (10.1%) 
    ==== Total Win32 BSP file data space used: 14164548 bytes ====
    
    Total triangle count: 20632
    Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    11 minutes, 54 seconds elapsed
    
    ** Executing...
    ** Command: E:\Program Files\Valve\Steam\SteamApps\devilnevercare\sourcesdk\bin\error_checker.exe
    ** Parameters: "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.log"
    
    
    
    Interlopers software --- Error_checker.exe v1.00(Aug 11 2006)
    
    Idea by Jest@, coding by Ralph van Hoorn
    
    Loaded error-list format-version v1.00 (2007-7-31) containing 68 entries
    
    
     
  20. dnc

    dnc Member

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    Code:
    
    
    Entering emp_2_hills.log...
    
    
    
    
    
    Found 7 notice(s):
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp
    
    
    
    
    
    
    
    Description:
    
    
    
    Half-life couldn't open your map. Did you recieve any errors in the compile process? Got your paths set up right? Maybe your map is empty?
    
    
    
    
    
    
    
    Solution:
    
    
    
    Scan your compile-log for other errors and fix those
    
    
    
    
    
    
    
    See also:
    
    
    
    Logfile-checker (see search above)
    
    
    
    
    
    Found 5 error(s):
    
    HashVec: point outside valid range
    
    HashVec: point outside valid range
    
    HashVec: point outside valid range
    
    HashVec: point outside valid range
    
    HashVec: point outside valid range
    
    
    
    
    
    
    
    Description:
    
    
    
    Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes.
    
    
    
    
    
    Solution:
    
    
    
    If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them.
    
    
    
    
    
    See also:
    
    
    
    [Reference: Finding the unfindable see: http://www.interlopers.net/errors/index.php?page=reference.htm#visgroupcordon]
    
    [Reference: Invalid solids see: http://www.interlopers.net/errors/index.php?page=reference.htm#vertex]
    
    
    
    
    
    Found 6 error(s):
    
    **** leaked ****
    
    **** leaked ****
    
    **** leaked ****
    
    **** leaked ****
    
    **** leaked ****
    
    **** leaked ****
    
    
    
    
    
    
    
    Description:
    
    
    
    You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).
    
    
    
    
    
    Solution:
    
    
    
    Fix the leak.
    
    
    
    
    See also:
    
    
    
    [Reference: Leaks see: http://www.interlopers.net/errors/index.php?page=reference.htm#leaks]
    
    [WIKI: leaks see: http://developer.valvesoftware.com/wiki/Leak]
    
    
    
    
    
    Found 6 error(s):
    
    Entity emp_resource_point_prop (-6624.00 -3040.00 288.00) leaked!
    
    Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked!
    
    Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked!
    
    Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked!
    
    Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked!
    
    Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked!
    
    
    
    
    
    
    
    Description:
    
    
    
    You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).
    
    
    
    
    
    Solution:
    
    
    
    Fix the leak.
    
    
    
    
    
    See also:
    
    
    
    [Reference: Leaks see: http://www.interlopers.net/errors/index.php?page=reference.htm#leaks]
    
    [WIKI: leaks see: http://developer.valvesoftware.com/wiki/Leak]
    
    
    
    
    
    Found 3 warning(s):
    
    Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
    
    Can't load skybox file skybox/sky_day01_06 to build the default cubemap!
    
    Can't load skybox file skybox/sky_day01_06 to build the default cubemap!
    
    
    
    
    
    
    
    Description:
    
    
    
    You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken.
    
    This error comes up for every map since the HDR update. (you can tell if the tools start nagging about $hdrbasetexture). See below for a fix, though it is not neccesairy. It only affects the default cubemaps (the reflections that are saved to your map before you buildcubemaps your map) and HDR (may be a problem if you use it), as long as there is no problem with the name of the skybox or it's vmt files.
    
    
    
    
    
    See also:
    
    
    
    [Fix $hdrbasetexture errors first see: http://www.interlopers.net/errors/index.php?e=2-42]
    
    [WIKI: Skybox see: http://developer.valvesoftware.com/wiki/Skybox]
    
    
    
    
    
    Found 3 warning(s):
    
    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    
    No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
    
    No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
    
    
    
    
    
    
    
    Description:
    
    
    
    Vbsp expects you to use a HDR skybox, even though your mod likely doesn't support one. TBH it's quite awkward Valve own maps aren't HDR, while their tools expect them to be. Meh.
    
    
    
    
    
    Solution:
    
    
    
    Either make a HDR skybox, change your skybox to a HDR one or ignore this error. See below for a detailed fix.
    
    
    
    
    
    See also:
    
    
    
    [WIKI: HDR skybox see: http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation]
    
    [How to fix this error see: http://forum.interlopers.net/viewtopic.php?t=9170]
    
    
    
    
    
    Found 2 notice(s):
    
    zero area child patch
    
    zero area child patch
    
    
    
    
    
    
    
    Description:
    
    
    
    A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?
    
    
    
    
    
    Solution:
    
    
    
    First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
    
    
    
    
    
    See also:
    
    
    
    [Reference: Finding the cause of unknown errors see: http://www.interlopers.net/errors/index.php?page=reference.htm#visgroupcordon]
    
    
    
    
    
    Found 2 notice(s):
    
    19 degenerate faces
    
    19 degenerate faces
    
    
    
    
    
    
    
    Description:
    
    
    
    A degenerate face is a face with no area. for instance, when two of its points are at the same place or three vertices on one line.
    
    
    
    
    
    Solution:
    
    
    
    Don't try to fix this error, it will take you ages to find them in your level, and it wont harm you if you leave it.
    
    
    
    
    
    Found 6 warning(s):
    
    Could not find lights.rad in lights.rad
    
    Could not find lights.rad in lights.rad
    
    Could not find lights.rad in lights.rad
    
    Could not find lights.rad in lights.rad
    
    Could not find lights.rad in lights.rad
    
    Could not find lights.rad in lights.rad
    
    
    
    
    
    
    
    Description:
    
    
    
    Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves.
    
    
    
    
    
    Solution:
    
    
    
    Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one.
    
    
    
    
    
    See also:
    
    
    
    [Lights.rad tutorial see: http://forum.interlopers.net/viewtopic.php?t=1834]
    
    
    
    
    
    Found 6 warning(s):
    
    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad
    
    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad
    
    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad
    
    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad
    
    Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad
    
    Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad
    
    
    
    
    
    
    
    Description:
    
    
    
    Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves.
    
    
    
    
    
    Solution:
    
    
    
    Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one.
    
    
    
    
    
    See also:
    
    
    
    [Lights.rad tutorial see: http://forum.interlopers.net/viewtopic.php?t=1834]
    
    Found 17 errors, 18 warnings and 11 notices
    
    --------------------
    
    
    Long post, but the point is... I got rid of the 'Cluster portals saw into cluster' and one of the 'zero area child patch' things but i got so many more errors by using the interlopers error checker program. Which is far more helpfull. But what does everyone think of these errors, while I try to fix them. Oh and before anyone says alp + p does not show anything usefull as it has one error for player starts and others for emp_cap_point things...

    (sorry bout double post)
     
    Last edited: Aug 14, 2007

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