ANeed HL! Compiling Help PLEASE I AM LOS Created 16 years ago2008-04-08 22:15:53 UTC by G-Spark G-Spark

Created 16 years ago2008-04-08 22:15:53 UTC by G-Spark G-Spark

Posted 16 years ago2008-04-08 22:17:40 UTC Post #248597
I ran my map several times succesfully before this error. I added a big room with catwalks going accross it and this error occured. I don't know if this is a coincidence, but before this error occured I got several 'out of world' errors. I fixed them simply by deleting an old carving expirement.

-I am using Zoner's Half life tools
all settings at normal - vis,csg,bsp,rad

+Do I need to scrap the whole map?
+How can I find the thing to fix?
+How can I fix it

*This was the error
*First is the error section, second is the entire compile log

"
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.98 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 286 and 285:
   (712.000 -519.828 -190.137)
(712.000 -519.828 -190.212)
(836.003 -517.161 -240.000)
(836.506 -517.150 -240.000)
(837.805 -517.122 -239.474)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 297 and 326:
   (904.896 -640.000 -240.000)
(917.919 -705.125 -212.525)
(920.641 -718.848 -206.736)
(752.000 -718.848 -206.736)
(752.000 -640.000 -240.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 340 and 342:
   (352.000 -477.333 320.000)
(328.000 -416.000 320.000)
(328.000 -416.000 320.000)
(352.000 -416.000 317.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 369 and 368:
   (8.000 -416.000 233.000)
(8.000 -427.500 244.500)
(40.000 -435.500 245.500)
(40.000 -435.500 245.500)
(40.000 -416.000 226.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 575 and 577:
   (-16.000 -720.000 -512.000)
(-16.000 -720.000 -512.000)
(-5.859 -709.859 -571.000)
(1.781 -713.332 -571.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 576 and 575:
   (1.781 -713.332 -571.000)
(-16.000 -720.000 -512.000)
(-16.000 -720.000 -512.000)
(16.450 -720.000 -571.000)
average leafs visible: 238
g_visdatasize:37734 compressed from 43364
6.23 seconds elapsed
"

########################################
########################################
########################################
This is the entire compile log...... ###
########################################
########################################
########################################

"

** Executing...
** Command: Change Directory
** Parameters: F:\Half-Life

** Executing...
** Command: Copy File
** Parameters: "F:\Hammer\maps\Blitzen.map" "F:\Half-Life\valve\maps\Blitzen.map"

** Executing...
** Command: F:\Hammer\tools\hlcsg.exe
** Parameters: "F:\Half-Life\valve\maps\Blitzen"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: F:\Hammer\tools\hlcsg.exe F:\Half-Life\valve\maps\Blitzen
Entering F:\Half-Life\valve\maps\Blitzen.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.11 seconds)
SetModelCenters:
30%...60%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.52 seconds)

Using Wadfile: \half-life\valve\xeno.wad
  • Contains 4 used textures, 15.38 percent of map (264 textures in wad)
Using Wadfile: \half-life\valve\cached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \half-life\valve\halflife.wad
  • Contains 21 used textures, 80.77 percent of map (3116 textures in wad)
Using Wadfile: \half-life\valve\liquids.wad
  • Contains 1 used texture, 3.85 percent of map (32 textures in wad)
added 6 additional animating textures.
Texture usage is at 0.48 mb (of 4.00 mb MAX)
9.93 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: F:\Hammer\tools\hlbsp.exe
** Parameters: "F:\Half-Life\valve\maps\Blitzen"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: F:\Hammer\tools\hlbsp.exe F:\Half-Life\valve\maps\Blitzen

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1060 (0.49 seconds)
BSP generation successful, writing portal file 'F:\Half-Life\valve\maps\Blitzen.prt'
SolidBSP [hull 1] 500...843 (0.37 seconds)
SolidBSP [hull 2] 500...835 (0.37 seconds)
SolidBSP [hull 3] 500...930 (0.44 seconds)
6.06 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: F:\Hammer\tools\hlvis.exe
** Parameters: "F:\Half-Life\valve\maps\Blitzen"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: F:\Hammer\tools\hlvis.exe F:\Half-Life\valve\maps\Blitzen
586 portalleafs
1839 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.58 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.61 seconds)
average leafs visible: 99
g_visdatasize:27407 compressed from 43364
29.94 seconds elapsed

--- END hlvis ---

** Executing...
** Command: F:\Hammer\tools\hlrad.exe
** Parameters: "F:\Half-Life\valve\maps\Blitzen"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: F:\Hammer\tools\hlrad.exe F:\Half-Life\valve\maps\Blitzen

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'F:\Hammer\tools\lights.rad']
[59 texlights parsed from 'F:\Hammer\tools\lights.rad']

2669 faces
Create Patches : 18319 base patches
0 opaque faces
209330 square feet [30143630.00 square inches]
788 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (59.38 seconds)
visibility matrix : 20.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (52.90 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (83.73 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (20.65 seconds)
Transfer Lists : 15190616 : 15.19M transfers
Indices :     3939028 :    3.76M bytes
   Data :    60762464 :   57.95M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.55 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.11 seconds)
239.81 seconds elapsed [3m 59s]

--- END hlrad ---
"
Posted 16 years ago2008-04-08 23:18:14 UTC Post #248598
Warning: Leaf portals saw into leaf

There's the problem. Looks like you've got several invalid brushes. Check the brushes in the new room you added, make sure none of them are concave.
Posted 16 years ago2008-04-09 00:21:35 UTC Post #248600
google " tommy14 "
use his search to find your error
read up on the solutions
and fix them :)
it'll solve your headaches faster than you can create them.

And any other questions you have, toss a question into the HL mapping section, or use the search in the top left.

""Search for: __ in Tutorials / Maps / Forums etc etc ""

You'll be surprised how many people come up with the same error.

BTW

Welcome to TWHL
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-04-09 04:19:41 UTC Post #248603
Use the Check For Problems window too find some, if not all, of the errors.
If you have invalid brushes, like Blitzkrieg wrote, the brushes will most likely be in the problems list.
Invalid brushes are often the result of vertex manipulation.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-04-09 04:32:21 UTC Post #248604
Tommy14's site is listed in our Links section.
AJ AJGlorious Overlord
Posted 16 years ago2008-04-09 16:38:10 UTC Post #248630
It's pretty easy to make basic shapes in Hammer, and even easier to make ones that will give you that "leaf saw" error!

If you're just starting out, I would recommend keeping your shapes relatively simple. It's not that it's hard to do complicated geometry, it just takes awhile to get used to what you can and can't do in Hammer to make error-free stuff.

Another help to making you understand what hammer can do (and screw up) is to backup your map often. This way, if there is a brush causing one of those errors, you can more easily hunt it down. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-04-09 16:43:46 UTC Post #248631
I couldent find it at tommy14??? What kind of stuff will give me the saw leaf error so i avoid it in the future. Thanks!
Posted 16 years ago2008-04-09 17:08:49 UTC Post #248632
People used to explain to all the time what causes them, but I never understood until I learned myself.

It's kinda hard to encapsulate into simple terms, especially when you're not that familiar with it the program and it's quirks in the first place.

Like i said, i would start with simpler, more cubic, squarish stuff at the beginning, but maybe someone else can put some rough guidelines into words better than i can?! = >

you could always upload your map too, link to it in here, and we could check it out, but none of our advice will supplant personal experience. Hammer is quirky, and it took me a long time learn all the pitfalls.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-04-09 18:18:53 UTC Post #248633
A good place to start is to not carve anything. Ever. If you've carved anything, delete it.
Penguinboy PenguinboyHaha, I died again!
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