Wierd Roof problem >:o

Sadface :(

By Deadmonkey 3 years ago

Okay so when I started to build on this map it looked like this

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and now after I kept on building it suddenly looked like this on every roof in the map

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someone who has experienced it themselves or know how to fix it?

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    Logan Dougall

    Decompiled map I take it, hmm

    Anyways, whats happening is those models in the roof are projecting shadows, just select them and turn off their shadows, light will once again pass through them normally.

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    Hmm didnt work , but is it really the roof model's fault? It worked fine before .

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    Logan Dougall

    Not the roof, the lights and the sprinkler models that are on it.

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    Yes , that's what i meant :D anyway i did that on every single sprinkler and lights and it didnt work.

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    Logan Dougall

    Compile log?

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    Here you go ..

    ** Executing... ** Command: "c:\program files\steam\steamapps\d3admonkey\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\d3admonkey\half-life 2\hl2" "C:\Users\ejemalm\Saved Games\RPceprisontest1"

    Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\d3admonkey\half-life 2\hl2\materials Loading C:\Users\ejemalm\Saved Games\RPceprisontest1.vmf fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity prop_static (-3264.49 1248.00 523.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 8704.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0, 9216.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0, 9216.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 7680.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 6656.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 5632.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0, 8704.0, 768.0) Leaf 0 contents: CONTENTSSOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2560.0, 9216.0, 768.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

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    Logan Dougall

    You have a leak, any changes you make to the map are not being updated. You need to seal the leak so the map can compile. Load the pointfile and seal the area where it leaves your level, then do a BSP only compile and check for another leak. Keep doing that until its fixed then do a normal vvis and vrad compile.

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    *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 140 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default cubemaps for envcubemap using skybox materials: skybox/skyday02_09*.vmt Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/skyday0209rt" Can't load skybox file skybox/skyday0209 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 (0) (623000 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2508 texinfos to 1570 Reduced 289 texdatas to 228 (14196 bytes to 11090) Writing C:\Users\EttaN\Saved Games\RPceprisontest1.bsp 8 seconds elapsed

    ** Executing... ** Command: "c:\program files\steam\steamapps\EttaN\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\EttaN\half-life 2\hl2" "C:\Users\EttaN\Saved Games\RPceprisontest1"

    Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\users\EttaN\saved games\RPceprisontest1.bsp reading c:\users\EttaN\saved games\RPceprisontest1.prt LoadPortals: couldn't read c:\users\EttaN\saved games\RPceprisontest1.prt

    ** Executing... ** Command: "c:\program files\steam\steamapps\EttaN\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\EttaN\half-life 2\hl2" "C:\Users\EttaN\Saved Games\RPceprisontest1"

    Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']

    Loading c:\users\EttaN\saved games\RPceprisontest1.bsp No vis information, direct lighting only. 8121 faces 10 degenerate faces 827947 square feet [119224432.00 square inches] 25 displacements 51454 square feet [7409474.50 square inches] 129 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (320) Build Patch/Sample Hash Table(s).....Done<0.0518 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 24 of 44 (54% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish

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    Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 23/1024 1104/49152 ( 2.2%) brushes 1694/8192 20328/98304 (20.7%) brushsides 11566/65536 92528/524288 (17.6%) planes 4400/65536 88000/1310720 ( 6.7%) vertexes 12204/65536 146448/786432 (18.6%) nodes 4032/65536 129024/2097152 ( 6.2%) texinfos 1570/12288 113040/884736 (12.8%) texdata 228/2048 7296/65536 (11.1%) dispinfos 25/0 4400/0 ( 0.0%) dispverts 681/0 13620/0 ( 0.0%) disptris 896/0 1792/0 ( 0.0%) disp_lmsamples 13324/0 13324/0 ( 0.0%) faces 8121/65536 454776/3670016 (12.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 5807/65536 325192/3670016 ( 8.9%) leaves 4056/65536 129792/2097152 ( 6.2%) leaffaces 10158/65536 20316/131072 (15.5%) leafbrushes 2882/65536 5764/131072 ( 4.4%) areas 4/256 32/2048 ( 1.6%) surfedges 62931/512000 251724/2048000 (12.3%) edges 38133/256000 152532/1024000 (14.9%) LDR worldlights 127/8192 11176/720896 ( 1.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 810/32768 8100/327680 ( 2.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15903/65536 31806/131072 (24.3%) cubemapsamples 110/1024 1760/16384 (10.7%) overlays 11/512 3872/180224 ( 2.1%) LDR lightdata [variable] 6684924/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 101184/393216 (25.7%) LDR leaf ambient 4056/65536 97344/1572864 ( 6.2%) 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] 1/164608 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/32848 ( 0.0%) pakfile [variable] 1182452/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data: physics [variable] 623000/4194304 (14.9%) ==== Total Win32 BSP file data space used: 10716654 bytes ====

    Total triangle count: 23491 Writing c:\users\EttaN\saved games\RPceprisontest1.bsp 5 minutes, 26 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Users\EttaN\Saved Games\RPceprisontest1.bsp" "c:\program files\steam\steamapps\EttaN\half-life 2\hl2\maps\RPceprisontest1.bsp"

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    Seal the map? what exactly do you mean? :)