Help!! Map Won't Run!!!

B

BorkeR

Guest
someone please help me with this! Im a newb at hammer but ive been doing pretty good, trying to make a map. Im about a 1/4 don with it and when I first started, whenever i tried to test out my uncomplete map, it would run. Now, after a few days of mapping, i try to run the map to test it and it wont run! it just goes to the main menu of halflife2. Here's what the command box thing that pops up when trying to run my map says:

** Executing...
** Command: "f:\program files\valve\steam\steamapps\maine123\sourcesdk\bin\vbsp.exe"
** Parameters: -game "f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2" "F:\Program Files\Valve Hammer Editor\maps\motel_final"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2\materials
Loading F:\Program Files\Valve Hammer Editor\maps\motel_final.vmf
Brush 3764: bounds out of range
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -4096.0, -1076.3)
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 (2069.0, -3072.0, -1944.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (2069.0, -3072.0, -924.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (2069.0, -3072.0, -2096.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (2581.0, -3072.0, -1076.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (3072.0, -3584.0, -1076.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (1536.0, -3072.0, -1944.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (1536.0, -3072.0, -2096.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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.... ***
Processing areas...done (0)
Building Faces...done (0)
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...
done (0) (70335 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (70335 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing F:\Program Files\Valve Hammer Editor\maps\motel_final.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "f:\program files\valve\steam\steamapps\maine123\sourcesdk\bin\vvis.exe"
** Parameters: -game "f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2" "F:\Program Files\Valve Hammer Editor\maps\motel_final"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading f:\program files\valve hammer editor\maps\motel_final.bsp
reading f:\program files\valve hammer editor\maps\motel_final.prt
LoadPortals: couldn't read f:\program files\valve hammer editor\maps\motel_final.prt


** Executing...
** Command: "f:\program files\valve\steam\steamapps\maine123\sourcesdk\bin\vrad.exe"
** Parameters: -game "f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2" "F:\Program Files\Valve Hammer Editor\maps\motel_final"

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

Loading f:\program files\valve hammer editor\maps\motel_final.bsp
No vis information, direct lighting only.
2108 faces
2 degenerate faces
822206 square feet [118397704.00 square inches]
0 displacements
0 square feet [0.00 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<0.2030 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 203/8192 2436/98304 ( 2.5%)
brushsides 3800/65536 30400/524288 ( 5.8%)
planes 3908/65536 78160/1310720 ( 6.0%)
vertexes 2981/65536 35772/786432 ( 4.5%)
nodes 1169/65536 37408/2097152 ( 1.8%)
texinfos 68/12288 4896/884736 ( 0.6%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2108/65536 118048/3670016 ( 3.2%)
origfaces 666/65536 37296/3670016 ( 1.0%)
leaves 1171/65536 65576/3670016 ( 1.8%)
leaffaces 2386/65536 4772/131072 ( 3.6%)
leafbrushes 766/65536 1532/131072 ( 1.2%)
surfedges 12311/512000 49244/2048000 ( 2.4%)
edges 6751/256000 27004/1024000 ( 2.6%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 104/32768 1040/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1554/65536 3108/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2354112/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 144/393216 ( 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] 1/6204 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 70335/4194304 ( 1.7%)
==== Total Win32 BSP file data space used: 2931464 bytes ====

Linux Specific Data:
physicssurface [variable] 70335/6291456 ( 1.1%)
==== Total Linux BSP file data space used: 2931464 bytes ====

Total triangle count: 5429
Writing f:\program files\valve hammer editor\maps\motel_final.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Program Files\Valve Hammer Editor\maps\motel_final.bsp" "f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2\maps\motel_final.bsp"


** Executing...
** Command: "f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2.exe"
** Parameters: -game "f:\program files\valve\steam\steamapps\maine123\half-life 2\hl2" +map "motel_final"

I know alot of you mappers out there are very good at what you do and I would greatly appreaciate someone helping me, tell me what's going wrong with my map, before I smash my computer w/ a hammer out of frustration!!!
 
you mean the info_player_start leak? In an other level ive made theres a leak in it too but it runs. are u sure it isnt anything to do with


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -4096.0, -1076.3)
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:


casue this mesage doesnt pop up with my other runnable map
 
i also think you've got some problems with your area portals
maby the brushes aren't placed right or stuff like that.
 
well ithink the problem was the brush mentioned. i deleted that and now my map runs fine, I will fix the leak eventually though. Thanks for the help guys.
 
yeah it will now run but if its big the areaportals wont work like the should and the map will be very slow when you play it. you have to see that those areaportals are thin enough and placed right
 
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