Entities die upon compile

:'(

By Aoki 5 years ago

I started a bhop map last week; it's my first map and I started HAMMER from scratch. I've learned quite a bit so far and everything has been going well. Last night I recompiled a new version of the map and everything died: all my platforms became static (rather than funcdoors) and my triggerteleports stopped working. I narrowed the problem down to one teleport trigger.. if I delete it, the map runs fine. However, if I leave it and delete another section of my map, it works fine as well. I've double-checked that no entity names are being shared. I have a feeling that the problem lies within whatever this compile error message means:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15810.0, 11972.0, 15458.3) Leaf 0 contents: Leaf 1 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 27786:

There are a number of them, but I'm not sure how to find the offending brush or exactly what the issue is. I'd appreciate any help. If you need the full compile log, I can post that as well.

Compile log:

** Executing... ** Command: "c:\program files\steam\steamapps\aoki3\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\aoki3\counter-strike source\cstrike" "C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12"

Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\aoki3\counter-strike source\cstrike\materials Loading C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12.vmf fixing up envcubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15769.4, 11971.6, 15419.4) Leaf 0 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 27786:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15810.0, 11972.0, 15458.3) Leaf 0 contents: Leaf 1 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 27786:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15116.6, 12221.9, 15284.6) Leaf 0 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 43300:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15113.8, 12088.9, 15282.6) Leaf 0 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 43296:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15769.4, 11971.6, 15419.4) Leaf 0 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 27786:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15810.0, 11972.0, 15458.2) Leaf 0 contents: Leaf 1 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 27786:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15116.5, 12221.9, 15284.7) Leaf 0 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 43300:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15113.7, 12088.9, 15282.6) Leaf 0 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTSWINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSWINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 43296:

*** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12.prt...done (1) error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial error: material LIQUIDS/WATERDX70BENEATH doesn't have a $bottommaterial Creating default cubemaps for envcubemap using skybox materials: skybox/skyday01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/skyday0101rt" Can't load skybox file skybox/skyday0101 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) (626483 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no waterlodcontrol entity, creating a default one. Compacting texture/material tables... Reduced 2678 texinfos to 2337 Reduced 67 texdatas to 52 (2100 bytes to 1284) Writing C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12.bsp 4 seconds elapsed

** Executing... ** Command: "c:\program files\steam\steamapps\aoki3\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\aoki3\counter-strike source\cstrike" -fast "C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12"

Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\documents and settings\ftyry\desktop\hammer mapping\vmex098g\bhopaokialphaz12.bsp reading c:\documents and settings\ftyry\desktop\hammer mapping\vmex098g\bhopaokialphaz12.prt 2758 portalclusters 10977 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (11) 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: 16789 visible clusters (0.00%) Total clusters visible: 2460923 Average clusters visible: 892 Building PAS... Average clusters audible: 924 visdatasize:828916 compressed from 1941632 writing c:\documents and settings\ftyry\desktop\hammer mapping\vmex098g\bhopaokialphaz12.bsp 12 seconds elapsed

** Executing... ** Command: "c:\program files\steam\steamapps\aoki3\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\aoki3\counter-strike source\cstrike" -noextra "C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12"

Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

Loading c:\documents and settings\ftyry\desktop\hammer mapping\vmex098g\bhopaokialphaz12.bsp 10625 faces 2 degenerate faces 2074887 square feet [298783808.00 square inches] 12 displacements 135 square feet [19506.41 square inches] 10623 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 145467 patches after subdivision 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (80) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31) transfers 20123654, max 1225 transfer lists: 153.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(720751, 780399, 850068) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(129079, 144088, 162886) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(54188, 63377, 76347) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(12931, 15521, 19333) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(6350, 8119, 10875) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1590, 2074, 2868) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(830, 1162, 1729) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(214, 305, 468) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(114, 175, 289) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(30, 47, 80) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(16, 27, 50) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(4, 7, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(2, 4, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1, 1, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(0, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0992 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 717/1024 34416/49152 (70.0%) brushes 1290/8192 15480/98304 (15.7%) brushsides 10398/65536 83184/524288 (15.9%) planes 18926/65536 378520/1310720 (28.9%) vertexes 19745/65536 236940/786432 (30.1%) nodes 8329/65536 266528/2097152 (12.7%) texinfos 2337/12288 168264/884736 (19.0%) texdata 52/2048 1664/65536 ( 2.5%) dispinfos 12/0 2112/0 ( 0.0%) dispverts 300/0 6000/0 ( 0.0%) disptris 384/0 768/0 ( 0.0%) disp_lmsamples 1728/0 1728/0 ( 0.0%) faces 10625/65536 595000/3670016 (16.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6935/65536 388360/3670016 (10.6%) leaves 9047/65536 289504/2097152 (13.8%) leaffaces 12086/65536 24172/131072 (18.4%) leafbrushes 3228/65536 6456/131072 ( 4.9%) areas 5/256 40/2048 ( 2.0%) surfedges 76176/512000 304704/2048000 (14.9%) edges 39776/256000 159104/1024000 (15.5%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 852/32768 8520/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 12963/65536 25926/131072 (19.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 6835864/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 828916/16777216 ( 4.9%) entdata [variable] 282232/393216 (71.8%) LDR leaf ambient 9047/65536 217128/1572864 (13.8%) 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] 1/12 ( 8.3%) pakfile [variable] 24858/0 ( 0.0%)

Level flags = 0

Win32 Specific Data: physics [variable] 626483/4194304 (14.9%) ==== Total Win32 BSP file data space used: 11813225 bytes ====

Total triangle count: 26961 Writing c:\documents and settings\ftyry\desktop\hammer mapping\vmex098g\bhopaokialphaz12.bsp 2 minutes, 7 seconds elapsed

** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\ftyry\Desktop\HAMMER mapping\vmex098g\bhopaokialphaz12.bsp" "c:\program files\steam\steamapps\aoki3\counter-strike source\cstrike\maps\bhopaokialphaz12.bsp"

** Executing... ** Command: "c:\program files\steam\steamapps\aoki3\counter-strike source\hl2.exe" ** Parameters: -game "c:\program files\steam\steamapps\aoki3\counter-strike source\cstrike" +map "bhopaokialphaz12"

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  • Crazypip666's Levels
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    Posted 5 years ago

    I'd need the full compile log to be sure, but you probably have a leak which causes your compile to fail. If you do have a leak, you will see *****Leaked***** near the top of your compile log. To fix the leak, go to map>load pointfile to load your pointfile. This will create a red line going from the entity nearest the leak through the leak and out into the void. Figure out what you need to do to seal it, unload the pointfile and recompile your map. Now reload the pointfile and repeat the process until it doesn't ask you if you want to load the default pointfile but instead takes you to a screen where you need to pick a file to load yourself. At that point you can say cancel, and you have sealed the leak.

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  • Crazypip666's Levels
    • P4: Worker
      Points: 35,876
    • E1: Helper
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    • A6: Elder
      Account Age: 7 years
    Posted 5 years ago

    Post the full log in your original post.

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