My Source SDK is broken

I was currently making a map, and eachtime i saved it and compiled it, somewhere in the map there would be a "HOLE" in my surf ramps etc.

By surfrodica1 11 months ago

I was currently making a map, and eachtime i saved it and compiled it, somewhere in the map there would be a "HOLE" in my surf ramps, for example, i would be surfing along, and switch to another surf ramp, that was half missing, then suddenly the whole floor was missing aswell, and i fall to infinity and beyond. I asked a few people on a server on CSS and one said my Source SDK might be broken or glitched, i'll upload my map so any1 can look at it, it would be amazingly helpful if someone could explain to me what is going on, i really love map making, and feel i could bring some interesting maps to this community, i'm starting off as a newby, so i obviously will have a lot to learn.

### PS: http://gamebanana.com/css/maps/166530 is the link to download it and test it and to understand what i am talking about### Please download and get your own opinion of what you think is wrong with it:)


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  • HazarD.'s Levels
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    Posted 11 months ago

    User Title
    Source/GoldSrc Reviewer.
  • surfrodica1's Levels
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    Posted 11 months ago

    Posted by HazarD.

    lol fuck off ahaha xD i ment hole! :L but if anyone could help..

    Bananite
  • HellRaisedSurfer's Levels
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    Posted 11 months ago

    can you give me your compile log (either here or in a PM), and ill try to figure out whats wrong :)

    EDIT: Nothing should be wrong with your SDK, this just sounds as a major leak or something close to that.

    Surfing Fevah!
  • shash7's Levels
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    Posted 11 months ago

    Its a leak problem. Remember that displacement surfaces do not block the map and hence, its a leak problem.

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  • surfrodica1's Levels
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    Posted 11 months ago

    can you give me your compile log (either here or in a PM), and ill try to figure out whats wrong :)

    EDIT: Nothing should be wrong with your SDK, this just sounds as a major leak or something close to that.

    ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\andre01243\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\Surf_Rodica7.vmf"

    Valve Software - vbsp.exe (Apr 26 2012) 4 threads materialPath: c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\SurfRodica7.vmf ConVarRef matreduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/surfrodica7/denuke/nukblenddirtgrasswvtpatch fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity triggerteleport (-1748.50 -1268.00 -2977.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 8 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default LDR cubemaps for envcubemap using skybox materials: skybox/skyday0101.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for envcubemap using skybox materials: skybox/skyday01_01.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 Building Physics collision data... done (2) (283685 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 1394 texinfos to 832 Reduced 45 texdatas to 21 (1836 bytes to 488) Writing C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\Surf_Rodica7.bsp 4 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\SurfRodica7.bsp" "c:\program files (x86)\steam\steamapps\andre01243\team fortress 2\tf\maps\SurfRodica7.bsp"

    ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike" +map "Surf_Rodica7"

    mind you, on this compiler the Run VIS and run RAD were both on none. and when i put them both on normal, the compiler doesn't finish, there is an error and it closes down the map :( i literally just finshed the compiler with them both turned on. and it loaded up css, then closed it saying 'engine hunk overflow'

    Bananite
  • Logan Dougall's Levels
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    Posted 11 months ago

    Your map has a leak.

    **** leaked **** Entity triggerteleport (-1748.50 -1268.00 -2977.00) leaked!

    Top menu, Map > Load Pointfile. This will show you how the entity is leaking into the void by creating a redline to show you were.

    It also helps to view the map in hammer with just the geometry that actually seals it from the void. Use the following visgroups settings:

    Although you could turn water off as well. Everything left on your screen is all that will seal your map from the void. So you may have to move some brush entities back to world geometry and add in new geometry to seal any gaps in your map.

    As a sidenote, all this geometry is also what VVIS has to work with when it tries to break you map into chunks, so if it includes lots of little tiny brushwork (fences etc) that don't block a significant portion of the level you should make them funcdetail brushes. This will make VVIS run faster and if done correctly improve your maps optimization. By done correctly I mean turning everything but the skybox into funcdetail is NOT a solution and will make things worse for people playing your map.

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  • surfrodica1's Levels
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    Posted 11 months ago

    Posted by Logan Dougall

    Your map has a leak.

    **** leaked **** Entity triggerteleport (-1748.50 -1268.00 -2977.00) leaked!

    Top menu, Map > Load Pointfile. This will show you how the entity is leaking into the void by creating a redline to show you were.

    It also helps to view the map in hammer with just the geometry that actually seals it from the void. Use the following visgroups settings:

    Although you could turn water off as well. Everything left on your screen is all that will seal your map from the void. So you may have to move some brush entities back to world geometry and add in new geometry to seal any gaps in your map.

    As a sidenote, all this geometry is also what VVIS has to work with when it tries to break you map into chunks, so if it includes lots of little tiny brushwork (fences etc) that don't block a significant portion of the level you should make them funcdetail brushes. This will make VVIS run faster and if done correctly improve your maps optimization. By done correctly I mean turning everything but the skybox into funcdetail is NOT a solution and will make things worse for people playing your map.

    really appricate this man, thanks for all the sidenotes and extra tips i will get to work on it now.

    Bananite
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