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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 05-05-2005
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Join Date: Apr 2005
Location: Finland
Posts: 452
Default Sorry, Again I have error

Now I have real error and I really can't find the answer.

I get this message when I try to run my map in SF.

"MaterialSystem_Interface_t::AllocateLightmap: lightmap (516x97) too big to fit in page (512x256)"

And this is what Hammer says.


** Executing...
** Command: "d:\steam\steamapps\mr_weedy\sourcesdk\bin\vbsp.ex e"
** Parameters: -game "d:\steam\SteamApps\SourceMods\SourceForts" "D:\Installers\Half-Life 2 Mods\Sourceforts\Hammer mapit\sf_Water_Hazard"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:\steam\SteamApps\SourceMods\SourceForts\material s
Loading D:\Installers\Half-Life 2 Mods\Sourceforts\Hammer mapit\sf_Water_Hazard.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 info_player_rebel (-2368.00 -640.00 -64.00) leaked!
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (1600.00, -2304.00, -464.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (1600.00, -2304.00, -496.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (632.00, -3584.00, -464.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (632.00, -3584.00, -496.00)
done (0) (326728 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (1600.00, -2304.00, -464.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (1600.00, -2304.00, -496.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (1600.00, -2304.00, -464.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (1600.00, -2304.00, -496.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (632.00, -3584.00, -464.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (632.00, -3584.00, -496.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (632.00, -3584.00, -464.00)
Degenerate Triangle
(1600.00, -3584.00, -464.00), (1600.00, -3584.00, -464.00), (632.00, -3584.00, -496.00)
done (1) (986865 bytes)
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.
Writing D:\Installers\Half-Life 2 Mods\Sourceforts\Hammer mapit\sf_Water_Hazard.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "d:\steam\steamapps\mr_weedy\sourcesdk\bin\vvis.ex e"
** Parameters: -game "d:\steam\SteamApps\SourceMods\SourceForts" "D:\Installers\Half-Life 2 Mods\Sourceforts\Hammer mapit\sf_Water_Hazard"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\installers\half-life 2 mods\sourceforts\hammer mapit\sf_Water_Hazard.bsp
reading d:\installers\half-life 2 mods\sourceforts\hammer mapit\sf_Water_Hazard.prt
LoadPortals: couldn't read d:\installers\half-life 2 mods\sourceforts\hammer mapit\sf_Water_Hazard.prt


** Executing...
** Command: "d:\steam\steamapps\mr_weedy\sourcesdk\bin\vrad.ex e"
** Parameters: -game "d:\steam\SteamApps\SourceMods\SourceForts" "D:\Installers\Half-Life 2 Mods\Sourceforts\Hammer mapit\sf_Water_Hazard"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\installers\half-life 2 mods\sourceforts\hammer mapit\sf_Water_Hazard.bsp
No vis information, direct lighting only.
4150 faces
5006604 square feet [720950976.00 square inches]
34 displacements
1488598 square feet [214358208.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.3825 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 116/8192 1392/98304 ( 1.4%)
brushsides 712/65536 5696/524288 ( 1.1%)
planes 226/65536 4520/1310720 ( 0.3%)
vertexes 3418/65536 41016/786432 ( 5.2%)
nodes 1999/65536 63968/2097152 ( 3.1%)
texinfos 63/12288 4536/884736 ( 0.5%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 34/0 5984/0 ( 0.0%)
disp_verts 2754/0 55080/0 ( 0.0%)
disp_tris 4352/0 8704/0 ( 0.0%)
disp_lmsamples 261992/0 261992/0 ( 0.0%)
faces 4150/65536 232400/3670016 ( 6.3%)
origfaces 414/65536 23184/3670016 ( 0.6%)
leaves 2001/65536 112056/3670016 ( 3.1%)
leaffaces 4757/65536 9514/131072 ( 7.3%)
leafbrushes 1177/65536 2354/131072 ( 1.8%)
surfedges 19818/512000 79272/2048000 ( 3.9%)
edges 10370/256000 41480/1024000 ( 4.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 222/32768 2220/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3123/65536 6246/131072 ( 4.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 6924500/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 490/393216 ( 0.1%)
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] 10084/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 326728/4194304 ( 7.8%)
==== Total Win32 BSP file data space used: 8223786 bytes ====

Linux Specific Data:
physicssurface [variable] 986865/6291456 (15.7%)
==== Total Linux BSP file data space used: 8883923 bytes ====

Total triangle count: 9862
Writing d:\installers\half-life 2 mods\sourceforts\hammer mapit\sf_Water_Hazard.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Installers\Half-Life 2 Mods\Sourceforts\Hammer mapit\sf_Water_Hazard.bsp" "d:\steam\SteamApps\SourceMods\SourceForts\maps\sf _Water_Hazard.bsp"


PLEASE HELP ME NOW.
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  #2  
Old 05-05-2005
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Have a look at Tools -> Check for Problems.
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  #3  
Old 05-05-2005
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Join Date: Apr 2005
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Posts: 452
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It is under map menu.

And that just says "There is no player start"
That doesn't help at alla 'couse every other maps have same error.
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  #4  
Old 05-05-2005
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That means you don't have spawns...
Did you put info_player_start_deathmatch?
Or info_player_start_rebel and info_player_start_combine?
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  #5  
Old 05-05-2005
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Well, for a start, your map has got a leak, you need to fix that. It can bork all kinds of things.

You get degenerate triangles when two vertices of a triangle share the same vertex co-ordinates, in other words they are trying to be in the same space as each other. Have you done vertex editing or displacement terrain?

Crazy_Farmer, you are wrong, it doesn't mean his map lacks spawns, it just means that it doesn't have a single player spawn. It doesn't need one of these, so as long as he has the proper spawns (info_player_combine/rebel), he should be fine.
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  #6  
Old 05-06-2005
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Quote:
Originally Posted by Stinger
Well, for a start, your map has got a leak, you need to fix that. It can bork all kinds of things.
Umm... well that leak is a rebel player. How that can leak? And if I delete it then other rebel player starts to leak and then last player combine player.

Quote:
Originally Posted by Stinger
You get degenerate triangles when two vertices of a triangle share the same vertex co-ordinates, in other words they are trying to be in the same space as each other. Have you done vertex editing or displacement terrain?
Yes I have and just notice my skybox did collision with other skybox parts and with edges what were next to maps edges and my waterbed too did cause collision.

Ok now I have deleted them and now I don't get any collision info but now.

How I can fix those player leaks?

Edit: NP. Motörhead - The Hammer "...Believe me The hammer ?gots a special treat?..." "...Believe me The hammer gonna make you die..." "...Believe me The hammer gonna bring you down..."
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  #7  
Old 05-06-2005
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The leak isn't the rebel player, that was just the first entity VBSP found. The leak is a hole in the walls of your map.
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  #8  
Old 05-06-2005
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Ok now I just have to find that leak...
Oh boy...

Edit: Well now again I have another problem.
If I try to run my map BSP, VIS and Rad set to normal the hammer jams to PortalFlow's number 6.

And when I remove my skyboxes it won't jam to PortalFlow. So how I can fix this error.

Or is it caused by various water pieces what are next to each other.

And how I can do cheap water couse those water blocks what are under 1st floor water what goes around islands don't have to reflect anything.
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  #9  
Old 05-06-2005
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I doubt that portalflow is freezing, sometimes it will just take ages. Be patient.

To make cheap water, add the point-based entity, water_lod_control.

I would also suggest that you run vvis and vrad on fast until your final build; or at least that's what I do.
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  #10  
Old 05-06-2005
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Quote:
Originally Posted by Stinger
I doubt that portalflow is freezing, sometimes it will just take ages. Be patient.

To make cheap water, add the point-based entity, water_lod_control.

I would also suggest that you run vvis and vrad on fast until your final build; or at least that's what I do.
Well... Yes it took ages it took 15min before it did finish the counting.
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