1. Post #1

    June 2014
    39 Posts
    Hi, I had a problem with the map that I decompiled, I want to modify it a bit, and I again encounter the problem of portals, or brushes, I do not know, I can not understand this problem and find the error, I've already visited the interlopoper. Again, the red strip goes to "nowhere", through the brush, away from the entity. Can you help please?
    Logs:

    Code:
    ** Executing...
    ** Command: "C:\Games\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
    ** Parameters: -game "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.vmf"
    
    Valve Software - vbsp.exe (Apr 17 2017)
    4 threads
    materialPath: C:\Games\Steam\steamapps\common\GarrysMod\garrysmod\materials
    Loading C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.vmf
    material "dev/locked" not found.
    Material not found!: DEV/LOCKED
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "starwars/yavin/temple_floor" not found.
    Material not found!: STARWARS/YAVIN/TEMPLE_FLOOR
    Could not locate 'GameData' key in c:\games\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
    Patching WVT material: maps/rp_mos_mesric_v2_d/lordtrilobite/sandrough_pebblesblend_wvt_patch
    Patching WVT material: maps/rp_mos_mesric_v2_d/lordtrilobite/sandpebbles_cliffblend_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 (4352.0 6144.0 32.0)
    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 (4592.0 6144.0 32.0)
    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 (4112.0 6144.0 181.0)
    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 (4112.0 6144.0 245.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4259.0 6144.0 160.0)
    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 (4259.0 6144.0 245.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4483.0 6144.0 245.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4592.0 6144.0 245.5)
    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: 
    
    *** Suppressing further FindPortalSide errors.... ***
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 1430 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (3)
    writing C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/mpa13*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/mpa13*.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
    Error! Flag "$vertexcolor" is multiply defined in material "overlays/reedmat001"!
    Error! Flag "$vertexalpha" is multiply defined in material "overlays/reedmat001"!
    Building Physics collision data...
    done (1) (1881537 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5012 texinfos to 3955
    Reduced 184 texdatas to 176 (5893 bytes to 5501)
    Writing C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Games\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
    ** Parameters: -game "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod" -fast "C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d"
    
    Valve Software - vvis.exe (Apr 17 2017)
    fastvis = true
    4 threads
    reading c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    reading c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.prt
    3788 portalclusters
    11941 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (5)
    Optimized: 577743 visible clusters (6.61%)
    Total clusters visible: 8737475
    Average clusters visible: 2306
    Building PAS...
    Average clusters audible: 3731
    visdatasize:3437743  compressed from 3636480
    writing c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Games\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
    ** Parameters: -both -game "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod" -noextra "C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d"
    
    Valve Software - vrad.exe SSE (Apr 17 2017)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    Setting up ray-trace acceleration structure... Done (3.59 seconds)
    21310 faces
    3 degenerate faces
    1929858 square feet [277899616.00 square inches]
    246 Displacements
    395624 Square Feet [56969952.00 Square Inches]
    21307 patches before subdivision
    285801 patches after subdivision
    sun extent from map=0.000000
    104 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (30)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (164)
    transfers 43762180, max 4618
    transfer lists: 333.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(2435415, 1687640, 815552)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(582995, 310265, 93402)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(162895, 67036, 12657)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(49337, 16062, 1911)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(16341, 4266, 321)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(5802, 1234, 60)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(2198, 383, 12)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(872, 125, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(360, 42, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(152, 15, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(66, 5, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(29, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #13 added RGB(13, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(6, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #16 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1122 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
    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 (34)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  55/1024         2640/49152    ( 5.4%) 
    brushes               3857/8192        46284/98304    (47.1%) 
    brushsides           47805/65536      382440/524288   (72.9%) 
    planes               58074/65536     1161480/1310720  (88.6%) VERY FULL!
    vertexes             40118/65536      481416/786432   (61.2%) 
    nodes                 6527/65536      208864/2097152  (10.0%) 
    texinfos              3955/12288      284760/884736   (32.2%) 
    texdata                176/2048         5632/65536    ( 8.6%) 
    dispinfos              246/0           43296/0        ( 0.0%) 
    disp_verts            6206/0          124120/0        ( 0.0%) 
    disp_tris             7968/0           15936/0        ( 0.0%) 
    disp_lmsamples     1002496/0         1002496/0        ( 0.0%) 
    faces                21310/65536     1193360/3670016  (32.5%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            17583/65536      984648/3670016  (26.8%) 
    leaves                6583/65536      210656/2097152  (10.0%) 
    leaffaces            29689/65536       59378/131072   (45.3%) 
    leafbrushes          12962/65536       25924/131072   (19.8%) 
    areas                    4/256            32/2048     ( 1.6%) 
    surfedges           182318/512000     729272/2048000  (35.6%) 
    edges               112643/256000     450572/1024000  (44.0%) 
    LDR worldlights        104/8192         9152/720896   ( 1.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           2261/32768       22610/327680   ( 6.9%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         38970/65536       77940/131072   (59.5%) 
    cubemapsamples          19/1024          304/16384    ( 1.9%) 
    overlays                28/512          9856/180224   ( 5.5%) 
    LDR lightdata         [variable]    10109956/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]     3437743/16777216 (20.5%) 
    entdata               [variable]      141996/393216   (36.1%) 
    LDR ambient table     6583/65536       26332/262144   (10.0%) 
    HDR ambient table     6583/65536       26332/262144   (10.0%) 
    LDR leaf ambient     43783/65536     1225924/1835008  (66.8%) 
    HDR leaf ambient      6583/65536      184324/1835008  (10.0%) 
    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]           1/18490    ( 0.0%) 
    pakfile               [variable]     1647178/0        ( 0.0%) 
    physics               [variable]     1881537/4194304  (44.9%) 
    physics terrain       [variable]       36546/1048576  ( 3.5%) 
    
    Level flags = 0
    
    Total triangle count: 62508
    Writing c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    4 minutes, 14 seconds elapsed
    Valve Software - vrad.exe SSE (Apr 17 2017)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    Setting up ray-trace acceleration structure... Done (4.41 seconds)
    21310 faces
    3 degenerate faces
    1929858 square feet [277899616.00 square inches]
    246 Displacements
    395624 Square Feet [56969952.00 Square Inches]
    21307 patches before subdivision
    285801 patches after subdivision
    sun extent from map=0.000000
    104 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (36)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (182)
    transfers 43762180, max 4618
    transfer lists: 333.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(1411093, 1018548, 555064)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(349867, 193883, 64984)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(102875, 44223, 9129)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(33326, 11382, 1453)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(11804, 3244, 258)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(4472, 1001, 51)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(1786, 326, 10)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(740, 111, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(316, 38, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(137, 14, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(61, 5, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(27, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #13 added RGB(12, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(5, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #16 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1248 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (20)
    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 (37)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  55/1024         2640/49152    ( 5.4%) 
    brushes               3857/8192        46284/98304    (47.1%) 
    brushsides           47805/65536      382440/524288   (72.9%) 
    planes               58074/65536     1161480/1310720  (88.6%) VERY FULL!
    vertexes             40118/65536      481416/786432   (61.2%) 
    nodes                 6527/65536      208864/2097152  (10.0%) 
    texinfos              3955/12288      284760/884736   (32.2%) 
    texdata                176/2048         5632/65536    ( 8.6%) 
    dispinfos              246/0           43296/0        ( 0.0%) 
    disp_verts            6206/0          124120/0        ( 0.0%) 
    disp_tris             7968/0           15936/0        ( 0.0%) 
    disp_lmsamples     1002496/0         1002496/0        ( 0.0%) 
    faces                21310/65536     1193360/3670016  (32.5%) 
    hdr faces            21310/65536     1193360/3670016  (32.5%) 
    origfaces            17583/65536      984648/3670016  (26.8%) 
    leaves                6583/65536      210656/2097152  (10.0%) 
    leaffaces            29689/65536       59378/131072   (45.3%) 
    leafbrushes          12962/65536       25924/131072   (19.8%) 
    areas                    4/256            32/2048     ( 1.6%) 
    surfedges           182318/512000     729272/2048000  (35.6%) 
    edges               112643/256000     450572/1024000  (44.0%) 
    LDR worldlights        104/8192         9152/720896   ( 1.3%) 
    HDR worldlights        104/8192         9152/720896   ( 1.3%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           2261/32768       22610/327680   ( 6.9%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         38970/65536       77940/131072   (59.5%) 
    cubemapsamples          19/1024          304/16384    ( 1.9%) 
    overlays                28/512          9856/180224   ( 5.5%) 
    LDR lightdata         [variable]    10109956/0        ( 0.0%) 
    HDR lightdata         [variable]    10109956/0        ( 0.0%) 
    visdata               [variable]     3437743/16777216 (20.5%) 
    entdata               [variable]      141996/393216   (36.1%) 
    LDR ambient table     6583/65536       26332/262144   (10.0%) 
    HDR ambient table     6583/65536       26332/262144   (10.0%) 
    LDR leaf ambient     43783/65536     1225924/1835008  (66.8%) 
    HDR leaf ambient     43386/65536     1214808/1835008  (66.2%) 
    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]           1/18490    ( 0.0%) 
    pakfile               [variable]     1647178/0        ( 0.0%) 
    physics               [variable]     1881537/4194304  (44.9%) 
    physics terrain       [variable]       36546/1048576  ( 3.5%) 
    
    Level flags = 0
    
    Total triangle count: 62508
    Writing c:\users\alexander\desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp
    4 minutes, 44 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Alexander\Desktop\Для маппинга\bspsrc_1.3.21\rp_mos_mesric_v2_d.bsp" "C:\Games\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_mos_mesric_v2_d.bsp"
    P.S One time when I made a mistake the error just disappeared by itself, now it appeared again (I did not change anything), huh ...

  2. Post #2
    taz0's Avatar
    November 2014
    1,770 Posts
    at the end of these lines
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4592.0 6144.0 32.0)
    are co-ordinates use the view tab and goto the co-ordinates and fix the brush it mentions ,, it either a flat brush or corrupted you'll to remake them all to fix these errors

  3. Post #3

    June 2014
    39 Posts
    Was already on the coordinates, nothing like the special is not found.
    I tried to remove everything, but it did not help, even if I had to delete everything so that everything worked, I would have to do a lot of work to optimize everything.
    Oh, yes, I already said that sometimes a leak appears that is directed to nowhere?

  4. Post #4
    taz0's Avatar
    November 2014
    1,770 Posts
    when you de-compile a bsp you will get a load of bad/corrupt brush work & missing entities, a de-compile is never perfect and you will need to fix those errors first before getting back to a good base to edit on, its no good trying to skip the fixing bit then hope you can fix it later it'll create bigger problems

  5. Post #5

    June 2014
    39 Posts
    And what should I do now?

  6. Post #6
    taz0's Avatar
    November 2014
    1,770 Posts
    if you have fixed the bad brushes and the brush edges touch and are sure that none are entites post a new compile log

  7. Post #7

    June 2014
    39 Posts
    Ahh, I do not understand how to solve this problem, I almost did not touch anything, not counting the fact that I added a couple of rooms in closed buildings, even if I delete the problem, the problem still remains.
    I do not really understand the work of portals, hints, skips, etc, so I do not even know about it at all. For me, this problem is something mysterious thing.

    Edited:

    And this "leak"



  8. Post #8
    taz0's Avatar
    November 2014
    1,770 Posts
    post a link to your vmf :)

  9. Post #9

    June 2014
    39 Posts
    post a link to your vmf :)
    Well, I sent you a link to private messages
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  10. Post #10
    taz0's Avatar
    November 2014
    1,770 Posts
    The big Hint textured brush covering your level delete that and it should compile, if you need to use hint/skip brushes make smaller ones in windows and door ways also turn a few more building brushes to func_detail

  11. Post #11

    June 2014
    39 Posts
    The big Hint textured brush covering your level delete that and it should compile, if you need to use hint/skip brushes make smaller ones in windows and door ways also turn a few more building brushes to func_detail
    Wow, that helped me, thank you so much, I do not even know how to thank you! You already help me for six months, and your advice has always helped me, you're the best!
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  12. Post #12
    Gold Member
    Dennab
    February 2005
    3,955 Posts
    if you need to use hint/skip brushes make smaller ones in windows and door ways
    This is not how you use hint brushes. Indiscriminately placing hint brushes can lead to visibility problems, increased compile times from redundant visleaves being created and lower frame rates in-game from increased world rendering times.

    Hint brushes are used to solve world visibility problems in specific cases. As a perfect example, the above map is using hint brushes incorrectly to try and segment a lower and upper rendering boundary. This does nothing but double or more the number of visleaves the compiler and engine has to deal with and cause lower frame rates as a result. The player, whether standing above or below the hint boundary, can already see both full boundaries regardless, making the hint brush redundant and pointless.

    A visleaf is created on the X and Y axis and is infinitely tall on the Z axis until obstructed by solid world geometry, you should not artificially subdivide it unless you have actual world geometry in that space that is important enough to create additional visleaves for.

    Skip brushes are entirely ignored by the compiler and removed at compile time. They're useful if you need to group prefabricated objects like props and not have them go off grid when moving them as a group.

  13. Post #13

    June 2014
    39 Posts
    This is not how you use hint brushes. Indiscriminately placing hint brushes can lead to visibility problems, increased compile times from redundant visleaves being created and lower frame rates in-game from increased world rendering times.

    Hint brushes are used to solve world visibility problems in specific cases. As a perfect example, the above map is using hint brushes incorrectly to try and segment a lower and upper rendering boundary.
    This does nothing but double or more the number of visleaves the compiler and engine has to deal with and cause lower frame rates as a result. The player, whether standing above or below the hint boundary, can already see both full boundaries regardless, making the hint brush redundant and pointless.

    A visleaf is created on the X and Y axis and is infinitely tall on the Z axis until obstructed by solid world geometry, you should not artificially subdivide it unless you have actual world geometry in that space that is important enough to create additional visleaves for.

    Skip brushes are entirely ignored by the compiler and removed at compile time. They're useful if you need to group prefabricated objects like props and not have them go off grid when moving them as a group.
    Thanks for the advice!

    Edited:

    Hi again, I again encounter this problem, when I add something on the map this problem appears again, and again I have to add the func_detail as I still have to do it, can there be any way to fix it once and for all?

  14. Post #14

    June 2014
    39 Posts
    guys?

  15. Post #15
    taz0's Avatar
    November 2014
    1,770 Posts
    when you add this func_detail make sure that no part it goes beyond the map boundries

  16. Post #16

    June 2014
    39 Posts
    No, func_detail do not get out of the map boundaries. But the error is still there.

  17. Post #17
    taz0's Avatar
    November 2014
    1,770 Posts
    post a link to your vmf

  18. Post #18

    June 2014
    39 Posts
    post a link to your vmf
    I sent you a vmf
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  19. Post #19
    taz0's Avatar
    November 2014
    1,770 Posts
    i replied