Finally, my compile log errors. Created 15 years ago2008-06-19 14:50:07 UTC by Rory Rory

Created 15 years ago2008-06-19 14:50:07 UTC by Rory Rory

Posted 15 years ago2008-06-19 14:50:07 UTC Post #251570
I didn't run VIS or RAD so I could get a faster compile, and here is the log.

P.S: My problems are the sidewalks are showing up as purple/black dots ingame, but fine in hammer. My other MAIN problem is all of my water is invisible.
There's only one bit of water that works in one of the pools, but when you jump in the water turns the screen purp/blck and you can't see anything else.

LOG:
** Executing...
** Command: "c:\games\steam\steamapps\rory84\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp\materials
Loading C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity light_environment (-3130.50 63.55 887.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 13824.0, 848.0)
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 (5632.0, 14336.0, 848.0)
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 (4608.0, 14336.0, 848.0)
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 (6144.0, 12800.0, 848.0)
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 (6144.0, 11776.0, 848.0)
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 (6144.0, 10752.0, 848.0)
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 (3584.0, 14336.0, 848.0)
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 (2560.0, 14336.0, 848.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (308235 bytes)
Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturebathtub001a.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 1156 texinfos to 830
Reduced 76 texdatas to 67 (2050 bytes to 1645)
Writing C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery.bsp" "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp\maps\rp_refinery.bsp"

** Executing...
** Command: "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" +map "rp_refinery"
Posted 15 years ago2008-06-19 15:14:03 UTC Post #251575
purple/black dots ingame, but fine in hammer.
you have missing wad files, whatever the wad file is you have to move it to the right folder, so if you are mapping for a mod, you'll have to put the wad in the mod folder, if you are mapping for regular half life...

wait, ocrap, this is for half life 2... nevermid everything i just wrote then. but you also do have missing textures or you might be using tf2 or portal textures in half life 2 or somthing.

EDIT:
** leaked **
Entity light_environment (-3130.50 63.55 887.00) leaked!
you have a leak, fix that.
Posted 15 years ago2008-06-19 16:16:54 UTC Post #251579
Trying to find the stupid leak... No where!! I've deleted the reported entities and it just keeps saying more, in the same area.

Nothing!! everything is touching/closed.

Is there a command ingame? I know HL1 was pointfile..

[Edit] I've spent almost 2 hours checking the entire area near/around the entity, NO LEAK.
Posted 15 years ago2008-06-19 16:44:58 UTC Post #251585
purple and black means missing textures, you must be using a illegal copy of half life 2, something went wrong in the installation of half life 2, or you might've deleted the half life 2 materials folder.

and i'm not sure if you can do it for half life 2, but load the pointfile, in map>load pointfile... then the pointfile is called "yourmapname.lin" open that file, then follow the lines to the leak.

EDIT: if that doesn't work, just create a box slightly bigger then you're whole map, then right click and hollow it, then recompile, it definitly should fix it.
Posted 15 years ago2008-06-19 16:49:26 UTC Post #251586
No, its legal. Thanks.

I didn't want to box it because I read up on bad compiles due to it, but it seems I'll have to.
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