Advertisement
Guest User

Untitled

a guest
May 24th, 2018
223
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 56.69 KB | None | 0 0
  1. Error listing
  2. Instructions
  3. Use the buttons below to view errors in any category. You can make any errors visible by clicking on their title or their corresponding checkbox.
  4.  
  5. Error_checker.exe, the program you can use to automatically scan your log for errors, can be found here
  6.  
  7. You are encouraged to add your own errors you encounter, even if you don't know what they mean. Someone else might!
  8.  
  9. FYI: The search engine runs client-side, so you can save this page to your computer and it will remain its functionality.
  10.  
  11. Search errors
  12. Post your compile log here to have it checked for errors. You may also search for any errors by entering a search query and uncheck 'this is a compile log' to search for non-compile errors.
  13.  
  14.  
  15. This is a compile log
  16.  
  17. Category selection
  18. hammercompilevbspvvisvradingamesteammax_mapreferencesSearch results ( 0 )
  19. Show all errors that may occur during map compilation.
  20.  
  21. Link to this list
  22.  
  23. Compiling takes too long
  24. Description:
  25. As you create bigger maps, the compile process will take longer and longer. You can prevent a lot of this by optimizing your map. By telling the compile tools what to ignore and how to work, you can seriously decrease the time needed to build your map.
  26.  
  27. Solution:
  28. Optimize your map. Use func_detail and hints to speed up the compile process. Alternatively, you can use visgroups or cordon tools to only compile a part of your level. This is great for checking only a part of your level. Lastly, you can set vvis.exe and vrad.exe to [-fast], so they do a worse job (not for final compiles!) but much faster than before.
  29.  
  30. See also:
  31. Optimization tutorial
  32. WIKI: Optimization
  33. Controlling what to compile
  34. Reference: Compiling theory
  35.  
  36. Last contribution: Anonymous
  37.  
  38. Error opening mapname.bsp
  39. Description:
  40. Half-life couldn't open your map. Did you recieve any errors in the compile process? Got your paths set up right? Maybe your map is empty?
  41.  
  42. Solution:
  43. Scan your compile-log for other errors and fix those
  44.  
  45. See also:
  46. Logfile-checker (see search above)
  47.  
  48. Last contribution: zombie@computer
  49.  
  50. The command failed. Windows reported the error: The system cannot find the file specified.
  51. Description:
  52. At the end of the compiling process the BSP file is copied from the directory your vmf file is in to the game/maps directory so it can be played. This error means it couldn't find the BSP to copy it.(the message Windows returns may vary on it's language)
  53.  
  54. The cause is usually some fatal error in vbsp.exe (the program that generates the bare bsp-file) so check for other errors in your log. The other cause is some invalid setup of directories, or bad mapnames, too long pathnames etc.
  55. In which case you should also see the effects further upwards in the log (something like the other programs not being able to load your map). For mapnames, remember to avoid any strange characters, like brackets, dots, commas and spaces. try to build your mapname out of characters ( a-z ), numbers ( 0-9 ) and the underscore ( _ ) only. The exact cause is usally findable in the logfile.
  56.  
  57. Remember this error is not a cause of your map to not compile, it is merely a sign that your map didn't compile.
  58.  
  59. Solution:
  60. Check your logfile for errors, check your directory setup or rename your map.
  61.  
  62. See also:
  63. Logfile-checker (see search above)
  64.  
  65. Last contribution: Anonymous
  66.  
  67. **** leaked ****
  68. Description:
  69. You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).
  70.  
  71. Solution:
  72. Fix the leak.
  73.  
  74. See also:
  75. Reference: Leaks
  76. WIKI: leaks
  77.  
  78.  
  79. This error will cause your map to fail compiling correctly
  80.  
  81. Last contribution: Anonymous
  82.  
  83. bmodel [number] has no head node (class '[entity-type]', targetname '[entity-name]')
  84. Description:
  85. A [entity-type] should be brush-based, but doesn't have a brush tied to it. This can happen for instance when you tie the brushes of this entity to another entity in "Ignore groups"-mode.
  86.  
  87. Solution:
  88. Find your entity (use entity report in Hammer to filter for the entities class and/or name) and delete it or tie it to a brush.
  89.  
  90. See also:
  91. WIKI: Entity report
  92.  
  93.  
  94. This error will cause your map to fail compiling completely
  95.  
  96. Last contribution: zombie@computer
  97.  
  98. brush [brush-id] , side [brushside-id]: duplicate plane
  99. Description:
  100. This error means you have a brush with coplanar planes (a.k.a. an invalid brush). simply put, two sides of the same brush aren't allowed to be on the same plane.
  101.  
  102. Solution:
  103. The fix is to repair the brush, by either merging the two brushsides or moving them so they aren't on the same plane anymore. You can find the brush using view->goto brush number ( [brush-id] ).
  104.  
  105. See also:
  106. Reference: Invalid solids
  107.  
  108.  
  109. The affected object may not work and/or cause general errors
  110.  
  111. Last contribution: Anonymous
  112.  
  113. Brush [brush-id] : bounds out of range
  114. Description:
  115. Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes.
  116.  
  117. Solution:
  118. Find the brush by going to view->go to brush number ( [brush-id] ). This may not always give you the offending brush though.
  119. If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them.
  120.  
  121. See also:
  122. reference: Finding the unfindable
  123. Reference: Invalid solids
  124.  
  125.  
  126. This error will cause your map to fail compiling completely
  127.  
  128. Last contribution: Anonymous
  129.  
  130. Brush [brush-id]: areaportal brush doesn't touch two areas
  131. Description:
  132. One of your areaportals touches either too many, or to few areas. Possible causes are:
  133. -areaportals touching/intersecting each other (this causes them to touch more than two areas)
  134. -areaportals not sealing an area ( you can move from one side of the areaportal to the other side, without crossing world geometry or other areaportals). This is also regarded as a leak.
  135.  
  136. Solution:
  137. The fix would be to move your areaportal(s) around so the above situations don't occur. You may need to read up on the usage of areaportals if you don't understand the problem. I suggest you find your areaportals using it's brushnumber (view->go to brush ( [brush-id] )
  138.  
  139. See also:
  140. Areaportals
  141. WIKI: Func_areaportal
  142.  
  143.  
  144. The affected object may not work and/or cause general errors
  145.  
  146. Last contribution: Anonymous
  147.  
  148. Brush [brush-id]: FloatPlane: bad normal Side [brushside-id] Texture: [texture]
  149. Description:
  150. One of your brushes has a face with a bad normal (a 'normal' is a oriëntation of a texture on a face).
  151.  
  152. Solution:
  153. First see if the problemchecker in Hammer (alt+p) can find and fix it. If it can't, find the brush and fix it manually (usually it's best to delete it and start all over) or select the brush and "align to face" it in the texture-tool. You can find the brush using view -> go to brush ( [brush-id] ). The specific brushside will have the [texture]-texture, though that may be multiple sides
  154.  
  155. See also:
  156. Reference: Finding the location of errors
  157.  
  158.  
  159. This error will cause your map to fail compiling completely
  160.  
  161. Last contribution: Anonymous
  162.  
  163. Brush [brush-id]: MAX_MAP_BRUSHSIDES
  164. Description:
  165. You have too many brushsides in your map. The mentioned brush is simply the first one that didn't fit in the buffer. See Max_map_brushsides
  166.  
  167.  
  168. This error will cause your map to fail compiling completely
  169.  
  170. Last contribution: Anonymous
  171.  
  172. Brush [brush-id]: MAX_MAP_PLANES Side [brushside-id] Texture: Not a Parse error!
  173. Description:
  174. You have too many planes (a plane is a surface from which brushsides are cut) in your map. The mentioned brush is simply the first one that didn't fit in the buffer, it alone is not the cause of the error.
  175. See Max_map_planes
  176.  
  177.  
  178. This error will cause your map to fail compiling completely
  179.  
  180. Last contribution: Anonymous
  181.  
  182. Brush [brush-id]: MAX_MAP_PLANES Side [brushside-id] Texture: [texture]
  183. Maximum:
  184. 65536
  185.  
  186. Description:
  187. Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit.
  188.  
  189. Solution:
  190. Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models?
  191. There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problem
  192.  
  193.  
  194. This error will cause your map to fail compiling completely
  195.  
  196. Last contribution: Anonymous
  197.  
  198. Brush [brush-id]: no visible sides on brush
  199. Description:
  200. One of your brushes has no visible sides. My best guess is that this is caused by an invalid brush. Rumors have it that this error is caused by mixing tool and non-tool textures.
  201.  
  202. Solution:
  203. Try Hammer's problemchecker (alt+p) to find and fix it (or view-> go to brush number ( [brush-id] ), otherwise you'll have to find the brush yourself and use vertex manipulation or a good ole delete.
  204.  
  205. See also:
  206. Reference: Finding the cause of errors
  207. Reference: Invalid solids
  208.  
  209.  
  210. The affected object may not work and/or cause general errors
  211.  
  212. Last contribution: Anonymous
  213.  
  214. Brush [brush-id]: nummapbrushes == MAX_MAP_BRUSHES Side [brushside-id] Texture: [texture]
  215. Description:
  216. You have too many brushes in your map (more than 8192) The given brush is just the first one to go over the limit, it's properties in this error are useless.
  217.  
  218. Solution:
  219. Delete some brushes, turn some of them into models for area's high in detail. For singleplayer maps, you may decide to add a level transition and split the map into multiple levels. Multiplayer maps that reach this limit are probably too big for multiplayer anyway.
  220.  
  221. See also:
  222. MAX_MAP_BRUSHES
  223.  
  224.  
  225. This error will cause your map to fail compiling completely
  226.  
  227. Last contribution: Anonymous
  228.  
  229. Brush [brush-id]: num_entities == MAX_MAP_ENTITIES Side [brushside-id] Texture: [texture]
  230. Description:
  231. You have too many entities ( >4096). This excludes func_details, prop_details, and prop_statics (and info_overlays?).
  232.  
  233. Solution:
  234. Remove entities or split the map in two. 4096 is a lot, even getting near this number earns you the Nobel prize.
  235.  
  236. See also:
  237. Nobel prizes
  238.  
  239.  
  240. This error will cause your map to fail compiling completely
  241.  
  242. Last contribution: zombie@computer
  243.  
  244. brush [brush-id]: origin brushes not allowed in world
  245. Description:
  246. You have used the ORIGIN texture on a brush that isn't allowed to have the ORIGIN texture. ORIGIN is only allowed on parts of brushbased-entities, and only on brushes that have all sides with ORIGIN.
  247.  
  248. Solution:
  249. Simply replace the offending ORIGIN textures.(there's a replace option in the texture browser menu). Find the brush using view-> go to brush ( [brush-id] ).
  250. On a side note, if you turn on helpers (the diamond shaped button in the right, top bar) you can specify an origin without the use of origin-brushes. much easier and safer. The origin-brush is just there for compatibility with hl1 maps, you shouldn't use it for hl2 maps.
  251.  
  252.  
  253. This error will cause your map to fail compiling completely
  254.  
  255. Last contribution: Anonymous
  256.  
  257. Brush [brush-id]: ParseDispInfoChunk: nummapdispinfo > MAX_MAP_DISPINFO Side [brushside-id] Texture: [texture]
  258. Description:
  259. You have too many/too big displacements
  260.  
  261. Solution:
  262. Destroy, or simplify, some of your displacements
  263.  
  264. See also:
  265. MAX_MAP_DISPINFO
  266.  
  267.  
  268. This error will cause your map to fail compiling completely
  269.  
  270. Last contribution: Anonymous
  271.  
  272. Brush [brush-id]: WARNING, microbrush
  273. Description:
  274. One of your brushes is smaller than the smallest allowable brush-size. This size (when it will be warned about) is specified in the compiler, but can be changed (it's an option for vbsp, [ -micro #] default is 1.0 cubic unit). I doubt this will cause problems in your map, but it's a sign that you have detailed brushwork that may be better simplified or turned into models.
  275.  
  276. Solution:
  277. Find the brush using 'view->go to brush number ([brush-id)' in Hammer or ctr+shift+G in Hammer and enter the specified brush number. Either delete it, or enlarge it, whatever you desire. If you need small brushes, you may be better of with models instead.
  278.  
  279. See also:
  280. WIKI: Vbsp
  281.  
  282.  
  283. The affected object may not work/appear properly
  284.  
  285. Last contribution: Anonymous
  286.  
  287. Can't load skybox file [texture] to build the default cubemap!
  288. Description:
  289. You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.
  290.  
  291. Solution:
  292. Fix $hdrbasetexture errors first
  293. WIKI: Skybox
  294.  
  295.  
  296. The affected object may not work/appear properly
  297.  
  298. Last contribution: Anonymous
  299.  
  300. Degenerate Triangle
  301. Description:
  302. A degenerate triangle is a triangle with no area. for instance, when two of its points are at the same place or all three on one line. I believe this error only affects displacements, but i am not entirely sure. It also seems to be used in collision data (for the displacements?)
  303.  
  304. Solution:
  305. Find the triangle (using the coordinates, each set represents a vertex) and see if you can fix it (e.g. by moving one of the vertices, or deleting it. For displacements, you may need to destroy the displacement and start all over if you can't seem to fix it. It wont harm you if you leave it, but make sure the area doesn't look weird because of it. (holes in the displacements, overly stretched textures)
  306.  
  307. See also:
  308. Finding coordinates
  309.  
  310.  
  311. Generally, this error may be ignored
  312.  
  313. Last contribution: Anonymous
  314.  
  315. Displacement [number] has bad geometry near [x] [y] [z] Can't compile displacement physics, exiting. Texture is [texture]
  316. Description:
  317. One of your displacements has gone bad, your awesome reshaping of one of them has caused it to become so complicated vbsp is unable to determine its collisions.
  318.  
  319. Solution:
  320. Although you can try to salvage your displacement by reshaping it more, its probably a better idea to destroy the displacement and recreate it. You can find the displacement by going to the coordinates [x] [y] [z] (view-> go to coordinates) and looking for a displacement with the [texture] texture.
  321.  
  322.  
  323. This error will cause your map to fail compiling completely
  324.  
  325. Last contribution: zombie@computer
  326.  
  327. Entity [entity-id]: func_areaportal can only be a single brush
  328. Description:
  329. Pretty obvious, an func_areaportal(window) can only consist of one brush per entity.
  330.  
  331. Solution:
  332. Make multiple brushes multiple func_areaportal(window)s, or make different windows in a wall the same areaportal(window) (they can go through walls if needed).
  333.  
  334.  
  335. This error will cause your map to fail compiling completely
  336.  
  337. Last contribution: Anonymous
  338.  
  339. Entity [entity-type] ([x] [y] [z]) leaked!
  340. Description:
  341. You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).
  342.  
  343. Solution:
  344. Fix the leak.
  345.  
  346. See also:
  347. Reference: Leaks
  348. WIKI: leaks
  349.  
  350.  
  351. This error will cause your map to fail compiling correctly
  352.  
  353. Last contribution: Anonymous
  354.  
  355. Error loading studio model ""!
  356. Description:
  357. You have an model-based entity (prop_something) without a model specified.
  358.  
  359. Solution:
  360. To fix, delete it or give it a model. It can be hard to find, and if you really cant find it, use this trick: open your map (.vmf) in wordpad, and search for the string:
  361.  
  362. "model" ""
  363.  
  364. replace it with something you never used in your map, eg.
  365.  
  366. "model" "somenameineverusedforanentity"
  367.  
  368. Save the file, and open it up in hammer again. using 'entity report' in Hammer, you can search for the string "somenameineverusedforanentity" and your entity comes up. Alternatively, you may delete the entire entity, by removing it entirely:
  369.  
  370. entity
  371. {
  372. "some stuff" "more stuff"
  373. "model" ""
  374. "origin" xx xx xx"
  375. editor
  376. {
  377. "color" "220 30 220"
  378. "visgroupid" "2"
  379. "visgroupshown" "1"
  380. }
  381. }
  382.  
  383. would be what you can delete. after the last "}" the next entity will be specified. Remember to delete the entire entity, and only that one, or your map may get broken. As a precaution, you should always backup your map before editing it in a text editor.
  384.  
  385.  
  386. The affected object may not work and/or cause general errors
  387.  
  388. Last contribution: Mr. Happy
  389.  
  390. Error loading studio model "[model]"!
  391. Description:
  392. You have used the wrong model with the wrong entity, or there is another reason the model couldn't be loaded, like an invalid location, errors in the file etc.
  393.  
  394. Solution:
  395. Either change the model, or the entity (eg. like it says in the error, use a prop_physics, prop_dynamic or prop_physics_multiplayer) or whatever the compiler tells you you should use). Just as a thumb rule:
  396. -anything that can be picked up is prop_dynamic or prop_physics(_multiplayer)
  397. -anything thats completely static is prop_static (you may alsop recognise these with invisible backsides)
  398. -anything with dynamic shapes (eg. bodies, matrasses) is prop_ragdoll.
  399. There are exceptions offcourse, as allways. The GUI model browser shows you exactly what types of entity a model is suited for.
  400.  
  401. You can find the entity with the offending model using entity report. Enter for key 'model' and for value '[model]'.
  402.  
  403. See also:
  404. WIKI: Prop types
  405.  
  406.  
  407. The affected object may not work/appear properly
  408.  
  409. Last contribution: Anonymous
  410.  
  411. Error! entity sky_camera in solid volume!
  412. Description:
  413. Either you have placed your sky_camera in a brush, or your map has a leak.
  414.  
  415. Solution:
  416. Use entity report to find the sky_camera and move it, or in case of a leak, fix the leak.
  417.  
  418. See also:
  419. 3d skybox tutorial
  420. Reference: Leaks
  421. WIKI: leaks
  422.  
  423.  
  424. This error will cause your map to fail compiling completely
  425.  
  426. Last contribution: Anonymous
  427.  
  428. Error! prop_static using model "[model]", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  429. Description:
  430. You have used the wrong model with the wrong entity.
  431.  
  432. Solution:
  433. Either change the model, or the entity (eg. like it says in the error, use a prop_physics, prop_dynamic or prop_physics_multiplayer or whatever the compiler tells you you should use). Just as a thumb rule:
  434. -anything that can be picked up is prop_dynamic or prop_physics(_multiplayer)
  435. -anything thats completely static is prop_static (you may alsop recognise these with invisible backsides)
  436. -anything with dynamic shapes (eg. bodies, matrasses) is prop_ragdoll There are exceptions offcourse, as allways.
  437. The GUI model browser lists all entity types compatible with a certain model
  438.  
  439. See also:
  440. WIKI: Prop types
  441.  
  442.  
  443. The affected object may not work/appear properly
  444.  
  445. Last contribution: Anonymous
  446.  
  447. Error! Too many detail props emitted on this map!
  448. Description:
  449. The amount of detail props (the grasses and such that automatically appear on displacements with certain textures) has exceeded the maximum number of allowable detail props.
  450.  
  451. Solution:
  452. Either reduce the amount of textures/displacements which cause these props to appear, or edit the texture's vmt's to decrease the number of detail props those textures emit.
  453.  
  454. See also:
  455. WIKI: Displacement grass
  456. WIKI: Detail props
  457.  
  458.  
  459. This error will cause your map to fail compiling completely
  460.  
  461. Last contribution: Anonymous
  462.  
  463. Error: displacement found on a(n) [entity-type] entity - not supported
  464. Description:
  465. You have tied a displacement to an entity. Displacements aren't supposed to be entities. (they don't need to be func_detail, vvis.exe ignores them anyway). Displacements can't move around. Period. Forget about parenting them.
  466.  
  467. Solution:
  468. Find your displacement and de-entify it. The easiest method to find it in a big map is to select all displacements at once (select the "displacements" visgroup (in the visgroup-window to the right in Hammer), then press "mark") in the ignore group mode (button "IG"). Now tie all of the displacements to an entity, and "to world" them again right after that while they are still selected.
  469.  
  470.  
  471. This error will cause your map to fail compiling completely
  472.  
  473. Last contribution: Anonymous
  474.  
  475. Error: displacement found on a(n) [entity-type] entity - not supported (entity [entity-id], brush [brush-id])
  476. Description:
  477. You have tied a displacement to an entity. Displacements aren't supposed to be entities. (they don't need to be func_detail, vvis.exe ignores them anyway). Displacements can't move around. Period. Forget about parenting them.
  478.  
  479. Solution:
  480. Find your displacement and de-entify it. The easiest method to find it in a big map is to select all displacements at once (select the "displacements" visgroup (in the visgroup-window to the right in Hammer), then press "mark") in the ignore group mode (button "IG"). Now tie all of the displacements to an entity, and "to world" them again right after that while they are still selected.
  481.  
  482.  
  483. This error will cause your map to fail compiling completely
  484.  
  485. Last contribution: zombie@computer
  486.  
  487. Error: material [texture] doesn't have a $bottommaterial
  488. Description:
  489. You've tried to use a water texture which should only be placed in the map automatically by the compiler, or the water-texture you did use has an invalid bottom-texture. Invalid materials usually end in _beneath or _bottom or _dx* .
  490.  
  491. Solution:
  492. There will be a matching texture without those suffixes which you can use instead. Try another water texture.
  493.  
  494.  
  495. The affected object may not work/appear properly
  496.  
  497. Last contribution: Anonymous
  498.  
  499. Face List Count >= OVERLAY_BSP_FACE_COUNT
  500. Description:
  501. One of your info_overlays is spanning more faces than the maximum of 64. This number is based on the faces after bsp cutting, so it might look allright in Hammer but doesn't work ingame.
  502. This can also be caused by an overlay that is applied to a very large brush or a brush that has a very low lightmap scale.
  503.  
  504. Solution:
  505. Check each overlay in your map, and make sure it doesn't cover more than 64 faces. Allthough easier said than done, you must try to find the overlay in Hammer (where you can only guess where your faces are cut) so its best to check big (stretched) overlays first, and also make sure you have no world brushes cutting each other up near these overlays (eg. near stairs, or when you use a small lightmap scale). The use of func_detail will stop that.
  506. If you have an overlay that is applied to a very large brush, try cutting up the offending brush so it is not as large. Reset the overlay brush faces and recompile.
  507.  
  508. See also:
  509. Reference: Finding the unfindable
  510.  
  511.  
  512. This error will cause your map to fail compiling completely
  513.  
  514. Last contribution: cdxx
  515.  
  516. Find Visible Detail Sides...Bad detail brush side
  517. Description:
  518. The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems.
  519. Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning.
  520.  
  521. Solution:
  522. You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode.
  523.  
  524. See also:
  525. WIKI: Tool textures
  526.  
  527.  
  528. This error will cause your map to fail compiling completely
  529.  
  530. Last contribution: Anonymous
  531.  
  532. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([x] [y] [z])
  533. Description:
  534. This error is usually followed by something like this:
  535.  
  536. Leaf 0 contents:(may vary)
  537. Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
  538. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
  539. This means that none of the brushes in leaf 0 or 1 that touches the portal
  540. has CONTENTS_SOLID
  541. Check for a huge brush enclosing the coordinates above that has contents
  542. CONTENTS_SOLID
  543. Candidate brush IDs: [none or more brushnumbers]
  544. Usually, this error is caused by a leak, so fix it if it is.
  545. If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
  546. Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.
  547.  
  548. I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.
  549.  
  550. Solution:
  551. Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.
  552.  
  553. See also:
  554. Finding brushnumbers and coordinates
  555.  
  556.  
  557. The affected object may not work and/or cause general errors
  558.  
  559. Last contribution: Smurfy
  560.  
  561. Found a displacement edge abutting multiple other edges
  562. Description:
  563. A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn't know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this 'error' can be ignored.
  564.  
  565. Solution:
  566. The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three.
  567. image
  568. image: purple: side that should've been destroyed, red: the edge.
  569.  
  570. This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one.
  571.  
  572.  
  573. Generally, this error may be ignored
  574.  
  575. Last contribution: Anonymous
  576.  
  577. HashVec: point outside valid range
  578. Description:
  579. Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes.
  580.  
  581. Solution:
  582. If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them.
  583.  
  584. See also:
  585. Reference: Finding the unfindable
  586. Reference: Invalid solids
  587.  
  588.  
  589. This error will cause your map to fail compiling completely
  590.  
  591. Last contribution: Anonymous
  592.  
  593. KeyValues Error: RecursiveLoadFromBuffer: got [char] in key in file [filename]
  594. Description:
  595. There seems to be a parsing error in [filename]. Fix it if you want the texture or other resource associated with this file to work correctly.
  596.  
  597.  
  598. The affected object may not work and/or cause general errors
  599.  
  600. Last contribution: Anonymous
  601.  
  602. KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file [filename]
  603. Description:
  604. There was a problem parsing this texture ( [filename] ). Looks like you forgot to close a (couple of) brackets in this file? Or perhaps a string not closed with a "?
  605.  
  606. Solution:
  607. Find the file, open it, and fix it. If you don't know how, see below.
  608.  
  609. See also:
  610. Valve wiki: Materials
  611.  
  612.  
  613. The affected object may not work/appear properly
  614.  
  615. Last contribution: Anonymous
  616.  
  617. make_triangles:calc_triangle_representation: Cannot convert
  618. Description:
  619. Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
  620. If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.
  621.  
  622. Solution:
  623. You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
  624. The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.
  625.  
  626.  
  627. The affected object may not work and/or cause general errors
  628.  
  629. Last contribution: jmplayer
  630.  
  631. Map has too many texinfos (has [number], can have at most 12288)
  632. Description:
  633. See MAX_MAP_TEXINFO
  634.  
  635.  
  636. This error will cause your map to fail compiling completely
  637.  
  638. Last contribution: Anonymous
  639.  
  640. Material "[texture]" not found
  641. Description:
  642. The error is self-explanatory. Somewhere in your map you have referenced a texture that doesn't exist. Perhaps you used a texture from another modification or game you haven't correctly set your current game up for?
  643.  
  644. Solution:
  645. Make sure you have your mod paths set up correctly and that you are including all mod contents you need.
  646.  
  647.  
  648. The affected object may not work/appear properly
  649.  
  650. Last contribution: zombie@computer
  651.  
  652. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial!
  653. Description:
  654. You shouldn't use this texture, but this one: glass/glasswindowbreak070a. The b-texture is used after the glass is broken, so you should never put it into your map manually. Sometimes this error occours and you dont have this texture anywhere in your map. Probably being some strange bug, might as wel leave it, it seems to cause no harm.
  655.  
  656.  
  657. Generally, this error may be ignored
  658.  
  659. Last contribution: zombie@computer
  660.  
  661. Material not found!: [texture]
  662. Description:
  663. The error is self-explanatory. Somewhere in your map you have referenced a texture that doesn't exist. Perhaps you used a texture from another modification or game you haven't correctly set your current game up for?
  664.  
  665. Solution:
  666. Make sure you have your mod paths set up correctly and that you are including all mod contents you need.
  667.  
  668.  
  669. The affected object may not work/appear properly
  670.  
  671. Last contribution: zombie@computer
  672.  
  673. Material [texture] uses unknown detail object type [model]!
  674. Description:
  675. One of your textures is scripted to emit detail props (the grass thingies that appear on displacements), but the detail props specified are not defined in the mod's data files.
  676.  
  677. Solution:
  678. Usually this error is caused by mindlessly porting textures from other mods, without porting the detail props file. The fix is to either get these detail props from that other mod, or fix the texture so it emits detail props that exist in the current mod.
  679.  
  680. See also:
  681. WIKI: Displacement grass
  682. WIKI: Detail_props
  683.  
  684.  
  685. The affected object may not work/appear properly
  686.  
  687. Last contribution: Anonymous
  688.  
  689. MAX_MAP_MODELS
  690. Description:
  691. See MAX_MAP_MODELS
  692.  
  693.  
  694. This error will cause your map to fail compiling completely
  695.  
  696. Last contribution: Anonymous
  697.  
  698. Memory leak: mempool blocks left in memory: [number]
  699. Description:
  700. These warnings can be completely ignored, they have nothing to do with your map (but with crappy programming by Valve!).
  701.  
  702. Solution:
  703. Become a Valve programmer and fix the problem.
  704.  
  705.  
  706. Generally, this error may be ignored
  707.  
  708. Last contribution: Anonymous
  709.  
  710. Multiple references for cubemap on texture [texture]!!!
  711. Description:
  712. You can specify for each cubemap which faces should be using it. However, each face can only have one cubemap attached to itself this way. If you want the face to use multiple cubemaps you shouldn't tie them statically to cubemaps this way, but split the face (into multiple brushes).
  713.  
  714. Solution:
  715. I hope you can find out by the name of the texture which face vbsp is talking about, because that's the only reference you have. No nifty stuff will help you find the problem, you have to check each texture or cubemap individually to find it. Or just leave it, as far as i know it defaults to one of the two env_cubemaps anyway, so it wont harm you one bit if you leave it.
  716.  
  717.  
  718. Generally, this error may be ignored
  719.  
  720. Last contribution: Anonymous
  721.  
  722. No such variable "$hdrbasetexture" for material "[texture]"
  723. Description:
  724. You have used a non-hdr skybox texture, while the compile tools expect a hdr skybox instead.
  725.  
  726. Solution:
  727. Either make a HDR skybox, change your skybox to a HDR one or ignore this error. See below for a detailed fix.
  728.  
  729. See also:
  730. WIKI: HDR skybox
  731. How to fix this error
  732.  
  733. Last contribution: Anonymous
  734.  
  735. NODRAW on terrain surface!
  736. Description:
  737. You aren't allowed to have the "tools/nodraw" texture one a displacement.
  738.  
  739. Solution:
  740. There are two possible causes, you accidently covered a displacement face in nodraw or you accidently made a hidden face a displacement. In order to fix it in either cases, uncheck the "auto" visgroup, then check only the "displacements" visgroup. Now, look round the map see if nodraw is anywhere you wanted a real texture. If found open the material browser and find and replace the nodraw texture with any other texture. If there's no vibisible displacement faces with nodraw you'll probably want to destroy them. Open the material browser, check "Only show used textures", select NoDraw and press "Mark". Open up the face edit sheet, and click "Destroy" on the displacement tab.
  741.  
  742. See also: Reference: Finding the unfindable
  743.  
  744.  
  745. The affected object may not work/appear properly
  746.  
  747. Last contribution: Angry Beaver
  748.  
  749. numvertexes == MAX_MAP_VERTS
  750. Description:
  751. You have too many vertices in your map (point from which brushes are made). In other words, your map is too big or too detailed.
  752.  
  753. Solution:
  754. Delete or simplify some of your brushes. Perhaps you can convert parts of your map into brushes, or in case of singleplayer maps, divide the map up into multiple parts with a level change?
  755.  
  756. See also:
  757. MAX_MAP_VERTS
  758.  
  759.  
  760. This error will cause your map to fail compiling completely
  761.  
  762. Last contribution: Anonymous
  763.  
  764. Occluder "[entity-name]" straddles multiple areas. This is invalid!
  765. Description:
  766. This error means you have a func_occluder (by the name of [entity-name]) that is touching an areaportal or is inside a brush that's touching two area's. ( An area is a part of your map closed off by a areaportals and world-brushes)
  767.  
  768. Solution:
  769. Move or delete the occluder or areaportal(s).
  770.  
  771.  
  772. The affected object may not work and/or cause general errors
  773.  
  774. Last contribution: Anonymous
  775.  
  776. Overlay at [x] [y] [z] has invalid render order ([number])
  777. Description:
  778. A render order determines which overlays are drawn on top over the others (or under). These render orders are simple numbers, ranging from 1-3. Other numbers are invalid, causing this error.
  779.  
  780. Solution:
  781. If this error is accompanied by insanely huge numbers, it is most likely a badly placed info_overlay (atleast it was in my case). These entities don't like to be placed on the edge of a brush. If even that is not the case, try to open the map in a texteditor and look for the numbers. They may be caused by a b0rked map, or something along those lines. I recommend to atleast try to remove said overlay (view -> go to coordinates ( [x] [y] [z] ) and recreate it.
  782.  
  783. See also:
  784. Finding the unfindable
  785.  
  786.  
  787. This error will cause your map to fail compiling completely
  788.  
  789. Last contribution: Anonymous
  790.  
  791. Overlay touching too many faces (touching [number], max 64) Overlay [texture] at [x] [y] [z]
  792. Description:
  793. You have an overlay (info_overlay) entity that is touching too many brushes, or parts of a brush. The error message tells you also how much you have and allowed (touching [number], max 64)
  794.  
  795. Solution:
  796. You can find the overlay using the coordinates. View -> go to coordinates( [x] [y] [z] ) You can delete, move or resize the overlay.
  797.  
  798.  
  799. This error will cause your map to fail compiling completely
  800.  
  801. Last contribution: Anonymous
  802.  
  803. prop_physics at [x] [y] [z] uses model [model], which has no propdata which means it must be used on a prop_static. DELETED.
  804. Description:
  805. You have used (created yourself?) a model without the data compiled in it for it to become a non-static entity. These kind of models can only be used on prop_statics, unless you recompile them with the neccesairy data.
  806.  
  807. Solution:
  808. Find them using the coordinates, or simply recompile the model with the appropriate data
  809.  
  810. See also:
  811. Find coordinates in a map
  812. Compiling models
  813.  
  814.  
  815. The affected object may not work/appear properly
  816.  
  817. Last contribution: Anonymous
  818.  
  819. Static prop [model] outside the map ([x], [y], [z])
  820. Description:
  821. You have a prop_static outside the map, or you have a big leak. You may also have a prop completely inside a world brush (that's the bounding box entirely inside the brush).
  822.  
  823. Solution:
  824. Delete the entity, move the entity into your level (or turn the offending brush into a brush entity), or fix the leak.
  825.  
  826. See also:
  827. Reference: Leaks
  828. WIKI: leaks
  829.  
  830. Last contribution: jmplayer
  831.  
  832. Too many portal verts
  833. Description:
  834. You have too many portal verts. Portals are doorways between visleafs, verts are their corner points.
  835.  
  836. Solution:
  837. Try tying some world brushes to a func_detail. This will lower the amount of portal verts in your map by erasing some "doors" between world brushes. Also try deleting any unnecessary world brushes that are lying around your map.
  838.  
  839. See also:
  840. MAX_MAP_PORTALVERTS
  841. Optimize the map
  842.  
  843.  
  844. This error will cause your map to fail compiling completely
  845.  
  846. Last contribution: cjdelta04
  847.  
  848. Too many t-junctions to fix up!
  849. See here
  850.  
  851.  
  852. This error will cause your map to fail compiling completely
  853.  
  854. Last contribution: zombie@computer
  855.  
  856. Too many t-junctions to fix up! ([number] prims, max [maximum] :: [x] indices, max [y])
  857. Description:
  858. (from Jeff Lane, Valve) "VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level.
  859.  
  860. Solution:
  861. If that is the case, you could fix the problem by reducing the number of func_detail brushes in the level, especially ones that touch non-detail geometry. It's probably a sign that you have too much complex brush geometry in the level, and would benefit from having some of it be model geometry instead."
  862.  
  863. It is worth noting that func_brush geometry does not perform the same fix ups on compile. Turning some of your func_detail geometry into func_brush geometry may solve this error.
  864.  
  865. The error message shows you that you have [number] primitives (max [maximum] causing all of this, resulting in [x] t-junctions (max [y])
  866.  
  867. See also:
  868. WIKI: making models out of brushes with XSI
  869.  
  870.  
  871. This error will cause your map to fail compiling completely
  872.  
  873. Last contribution: Dives
  874.  
  875. Trying to create a non-quad displacement!
  876. Description:
  877. Displacements can only have four sides, no more, no less.
  878.  
  879. Solution:
  880. Find your displacement (you'll have to check each one in your level) and recreate it so it has four sides again. You may need to be creative with some vertex manipulation for some shapes you want to create with displacements.
  881.  
  882. See also:
  883. Finding the unfindable
  884.  
  885.  
  886. This error will cause your map to fail compiling completely
  887.  
  888. Last contribution: Anonymous
  889.  
  890. vbsp crashes upon building physics collision data
  891. Description:
  892. vbsp crashes upon building the physics collision data, windows may bring up the error pop-up.
  893.  
  894. Solution:
  895. check to see if you have tiny and/or overlapping displacements most likely in a skybox. Replace them with func_detail or models.
  896.  
  897.  
  898. This error will cause your map to fail compiling completely
  899.  
  900. Last contribution: Anonymous
  901.  
  902. WARNING: areaportal entity [entity-id] (brush [brush-id]) touches > 2 areas
  903. Description:
  904. One of your areaportals touches too many areas. The probably cause is one or more areaportals touching/intersecting each other or world brushes that seperate atleast two areas (this causes the areaportals to touch more than two areas).
  905.  
  906. Solution:
  907. The fix would be to move your areaportal(s) around so the above situations don't occur. You may need to read up on the usage of areaportals if you do not understand the problem. I suggest you find your areaportals using it's brushnumber ( [brush-id] )
  908.  
  909. See also:
  910. Areaportals
  911. WIKI: Func_areaportal
  912.  
  913.  
  914. The affected object may not work/appear properly
  915.  
  916. Last contribution: Anonymous
  917.  
  918. WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near ([x], [y], [z]))
  919. Description:
  920. vbsp is having a hard time figuring out your level, it seems to have found a part of your level that is infinite in size. This is, offcourse, invalid
  921.  
  922. Solution:
  923. Look near the coordinates given. It is likely that you either need to func_detail a lot of brushes in that area, or that you have an invalid brush somewhere (Alt-p in hammer to check for them). It may be pretty difficult to hunt down the exact problem though.
  924.  
  925.  
  926. This error will cause your map to fail compiling correctly
  927.  
  928. Last contribution: zombie@computer
  929.  
  930. Warning: node with unbounded volume
  931. Description:
  932. Your map has a node with an infinite size. (a node is what a clipnode was in hl1, in other words a volume denoting where the player can get to and where not.)
  933.  
  934. Solution:
  935. Unless you just did some vertex-manipulation or placed static props in a wall, or added a funky new displacement, you shouldn't hunt this error down, as it may take you ages to find, unless you get strange effects in your map. Just fix (simplify) the awkward gemetry if you find it. May also be the sign of an invalid brush, or simply vertices offgrid (unlikely?).
  936.  
  937. See also:
  938. Reference: Finding the unfindable
  939.  
  940.  
  941. Generally, this error may be ignored
  942.  
  943. Last contribution: Anonymous
  944.  
  945. Warning: node without a volume
  946. Description:
  947. Your map has a node without a volume. (a node is what a clipnode was in hl1, in other words a volume denoting where the player can get to and where not.)
  948.  
  949. Solution:
  950. Unless you just did some vertex-manipulation or placed static props in a wall, or added a funky new displacement, you shouldn't hunt this error down, as it may take you ages to find, unless you get strange effects in your map. Just fix (simplify) the awkward gemetry if you find it. May also be the sign of an invalid brush, or simply vertices offgrid (unlikely?).
  951.  
  952. See also:
  953. Reference: Finding the unfindable
  954.  
  955.  
  956. Generally, this error may be ignored
  957.  
  958. Last contribution: Anonymous
  959.  
  960. Warning: overflowed [number] displacement corner-neighbor lists.
  961. Description:
  962. There seems to be a fixed amount of displacement-sides allowed that touch other displacements, and you seem to have reached the limit. I've seen this warning show up more and more, mostly with mappers trying to create large tracks of landscapes with lots and lots of displacements. This may be the cause of occasionally reported lighting errors, but that may not be the case in your map.
  963.  
  964. Solution:
  965. The only (theoretically) fix i can think of is to reduce the amount of displacements touching other displacements. You *only* need to fix about [number] displacements, so... I'd only fix this error if you do experience problems in your map.
  966.  
  967.  
  968. The affected object may not work/appear properly
  969.  
  970. Last contribution: Anonymous
  971.  
  972. fastvis = true
  973. Description:
  974. You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:
  975.  
  976. Strange compile errors, like 'cluster saw into cluster' errors
  977. Strange errors ingame (including unexpected crashes)
  978. Hitting limits ingame, by skipping essential optimization processses
  979. Lower performance ingame
  980.  
  981.  
  982. Solution:
  983. If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail
  984.  
  985. Last contribution: Anonymous
  986.  
  987. Leaf (portal [portal-id]) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.
  988. Description:
  989. One of your leafs is neighbouring too many other leafs. (the 'doorways' between leafs are called 'portals'). This causes vvis.exe to quit compiling your map. e.g. in the example picture, the center leaf would have 12 portals, and all other ones only one. image
  990.  
  991. Solution:
  992. Find your leaf, and see if you can reduce the number of neighbouring leafs by adding world brushes or turning existing ones into func_detail (or clever placements of hints). Big leafs in the sky should also be avoided. As the error says, open your map in Glview to find the exact location of the portal.
  993.  
  994. See also:
  995. Reference: Using Glview
  996. Optimizing can help against this error
  997. WIKI: visleafs
  998. WIKI: Glview
  999.  
  1000.  
  1001. This error will cause your map to fail compiling correctly
  1002.  
  1003. Last contribution: Anonymous
  1004.  
  1005. Leaf [visleaf-id] (portal [portal_id]) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
  1006. Description:
  1007. One of your leafs is neighbouring too many other leafs. (the 'doorways' between leafs are called 'portals'). This causes vvis.exe to quit compiling your map. e.g. in the example picture, the center leaf would have 12 portals, and all other ones only one. image
  1008.  
  1009. Solution:
  1010. Find your leaf, and see if you can reduce the number of neighbouring leafs by adding world brushes or turning existing ones into func_detail (or clever placements of hints). Big leafs in the sky should also be avoided. As the error says, open your map in Glview to find the exact location of the portal.
  1011.  
  1012. See also:
  1013. Reference: Using Glview
  1014. Optimizing can help against this error
  1015. WIKI: visleafs
  1016. WIKI: Glview
  1017.  
  1018.  
  1019. This error will cause your map to fail compiling correctly
  1020.  
  1021. Last contribution: Anonymous
  1022.  
  1023. LoadPortals: couldn't read [mapname].prt
  1024. Description:
  1025. Vvis.exe cannot find the portalfile, a file that vbsp.exe creates which specifies the location of portals and leafs. Usually because of a leak or other fatal error (see further upwards in your log) in the vbsp process, but may also be because your directories are set up wrong.
  1026.  
  1027. Solution:
  1028. Check your logfile for other errors (mainly leaks), and/or check if you have your directories set up right.
  1029.  
  1030. See also:
  1031. Reference: The compile process
  1032. Reference: Leaks
  1033.  
  1034.  
  1035. This error will cause your map to fail compiling correctly
  1036.  
  1037. Last contribution: Anonymous
  1038.  
  1039. The map overflows the max portal count ([number] of max 32768)!
  1040. Description:
  1041. Your map has too many portals. (your portals is [number], the max is 32768)
  1042.  
  1043. Solution:
  1044. Optimize your map (tie brushes to func_detail) to reduce portals. You may even have to decrease the size of your map.
  1045.  
  1046. See also:
  1047. Using func_detail
  1048. MAX_MAP_PORTALS
  1049. WIKI: Optimization
  1050.  
  1051.  
  1052. This error will cause your map to fail compiling completely
  1053.  
  1054. Last contribution: Anonymous
  1055.  
  1056. WARNING: Cluster portals saw into cluster
  1057. Description:
  1058. (I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.
  1059.  
  1060. Solution:
  1061. The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.
  1062.  
  1063. See also:
  1064. how to use glview
  1065. WIKI: glview
  1066.  
  1067.  
  1068. The affected object may not work and/or cause general errors
  1069.  
  1070. Last contribution: zombie@computer
  1071.  
  1072. warning: Vis decompression overrun
  1073. Description:
  1074. I think you have hit some kind of limit in the vvis process, considering the process (vvis.exe) I suppose this is visleafs, if so, optimizing may work. You may also try to reduce the amount of props in your map, (grasses), I've heard this can help too.
  1075.  
  1076. Solution:
  1077. See above
  1078.  
  1079. See also:
  1080. Optimizing tutorial
  1081. HL2 WIKI Optimization
  1082.  
  1083.  
  1084. This error will cause your map to fail compiling correctly
  1085.  
  1086. Last contribution: zombie@computer
  1087.  
  1088. AllocatedLightmap: lightmap too big to fit in page
  1089. Description:
  1090. I don't know the exact cause, but ive heard rumours that it can be caused by:
  1091. -lightmaps not set to a legal size (power of 2) To check, select all brushes in your map and set them to a lightmapscale of 16, save to a different mapname and try to compile the map. If you still got the error, the cause lies somewhere else.
  1092. -big displacements in combination with too small lightmapscale. (seems commonest)
  1093. -invalid brushes -invalid displacements
  1094.  
  1095. Solution:
  1096. You may want to start by hiding all your displacements and see if the error persists. If it does, check every lightmapscale in your level first and if that won't help, use visgroups or cordon tools to break your level apart.
  1097.  
  1098. See also:
  1099. Reference: Finding the cause of unknown errors
  1100.  
  1101.  
  1102. This error will cause your map to fail compiling completely
  1103.  
  1104. Last contribution: Anonymous
  1105.  
  1106. ClipWinding: points exceeded estimate
  1107. Description:
  1108. There are too many displacement points in your map for VRAD to calculate the lighting. This error will cause VRAD to fail completly.
  1109.  
  1110. Solution:
  1111. Reduce the power of your hight powered displacements. Alternatively, remove some of your displacements.
  1112.  
  1113.  
  1114. This error will cause your map to fail compiling correctly
  1115.  
  1116. Last contribution: Megadude
  1117.  
  1118. Could not find lights.rad in lights.rad
  1119. Description:
  1120. Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves.
  1121.  
  1122. Solution:
  1123. Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one.
  1124.  
  1125. See also:
  1126. Lights.rad tutorial
  1127.  
  1128.  
  1129. The affected object may not work and/or cause general errors
  1130.  
  1131. Last contribution: zombie@computer
  1132.  
  1133. Error trying to allocate [number] bytes
  1134. Description:
  1135. Vrad.exe did not have enough memory to finish it's task. There are two causes: 1) You are running low on memory (ram + pagefile). 2) Vrad.exe is chocking on some very complicated bit of your map, causing it to ask a lot of memory which doesn't exist (like infinite sizes).
  1136.  
  1137. Solution:
  1138. If you are running low on free memory (ctr+alt+del to see that) try increasing the pagefile if you aren't letting Windows take care of it. If not, use cordon tools to isolate the problemarea in your map (might be a broken brush, or simply too complex geometry) and see what you can do to fix it.
  1139. Dan Prati informed me that is mostly a problem with very large, open maps, or particularly detailed ones (or as part of an engine limitation to the total amount of lightmaps).
  1140.  
  1141. Reducing the lightmap resolution on larger surfaces, or particularly complex objects, can fix this problem. If this is not acceptable, or does not fix the error, reducing lightmap resolution across the entire map may be necessary. This provides a solution when there is no single map element that is causing the error, and simply deleting map objects won't fix the problem.
  1142.  
  1143. See also:
  1144. Reference: Finding the unfindable
  1145.  
  1146.  
  1147. This error will cause your map to fail compiling correctly
  1148.  
  1149. Last contribution: Anonymous
  1150.  
  1151. Luxel axis perpendicular to face at ([x], [y], [z])
  1152. Description:
  1153. See Texture axis perpendicular to face
  1154.  
  1155.  
  1156. The affected object may not work and/or cause general errors
  1157.  
  1158. Last contribution: Anonymous
  1159.  
  1160. MAX_TEXLIGHTS
  1161. Maximum:
  1162. 128
  1163.  
  1164. Description:
  1165. Your lights.rad has too many entries (there is a maximum of 128 entries) the rest will be skipped.
  1166.  
  1167.  
  1168. Generally, this error may be ignored
  1169.  
  1170. Last contribution: Anonymous
  1171.  
  1172. no samples x
  1173. Description:
  1174. Vrad.exe is freaking out over some part of geometry in your map. Did you recently add any complicated/oddshaped brushes?
  1175.  
  1176. Solution:
  1177. Find the brush(es) vrad doesn't like and remove or fix them.
  1178.  
  1179. See also:
  1180. Reference: Finding the cause of unknown errors
  1181.  
  1182.  
  1183. The affected object may not work and/or cause general errors
  1184.  
  1185. Last contribution: Anonymous
  1186.  
  1187. stylenum == MAX_SWITCHED_LIGHTS
  1188. Description:
  1189. You have too many (more than 32) differently named lights in your map. You can't have that many independantly switchable lights
  1190.  
  1191. Solution:
  1192. Remove some lights, or give a few the same name, or remove the names of some lights.
  1193.  
  1194.  
  1195. This error will cause your map to fail compiling completely
  1196.  
  1197. Last contribution: zombie@computer
  1198.  
  1199. Texture axis perpendicular to face at ([x], [y], [z])
  1200. Description:
  1201. This is vrad's way of saying a texture (face and its corresponding luxel(lightmap)) is aligned to its face at 90 degrees. This is because the "align"-settings for that face are setup wrong. image
  1202.  
  1203. Solution:
  1204. Find the face using the coordinates. You will notice a very overstretched appearance of the texture belonging to the offending side. If you can't find it, you must select the entire brush, if you can find the exact face, just select that face in the texture application tool. When you are in the texture application tool, notice the "align to face" and "align to world" tickboxes. Try the one that isn't currently checked, or both. If they don't work, your brush is broken and needs to be repaired. Either using the vertex-tool, or deleting the brush and recreating it.
  1205.  
  1206. See also:
  1207. Reference: Finding the location of errors
  1208.  
  1209.  
  1210. The affected object may not work and/or cause general errors
  1211.  
  1212. Last contribution: Anonymous
  1213.  
  1214. unexpected strips found
  1215. When compiling with -textureshadows this causes VRAD.exe to ignore every model.
  1216.  
  1217. Last contribution: oskutin
  1218.  
  1219. Warning: Couldn't open texlight file lights.rad
  1220. Description:
  1221. Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves.
  1222.  
  1223. Solution:
  1224. Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one.
  1225.  
  1226. See also:
  1227. Lights.rad tutorial
  1228.  
  1229.  
  1230. The affected object may not work and/or cause general errors
  1231.  
  1232. Last contribution: zombie@computer
  1233.  
  1234. Warning: Duplication of texlight '[texture]' in file 'lights.rad'!
  1235. Description:
  1236. This texture was listed twice in lights.rad. the fix is obvious, but not necessairy
  1237.  
  1238. Solution:
  1239. Lights.rad tutorial
  1240.  
  1241.  
  1242. Generally, this error may be ignored
  1243.  
  1244. Last contribution: Anonymous
  1245.  
  1246. Warning: ignoring bad texlight '[texture]' in lights.rad
  1247. Description:
  1248. One of the entries in lights.rad is invalid. Make sure when you edit this file you use plain text-editors, e.g. notepad, wordpad. DON'T SAVE MAKE-UP to this file as MS-Word (from office) will!
  1249.  
  1250. Solution:
  1251. Lights.rad tutorial
  1252.  
  1253.  
  1254. The affected object may not work/appear properly
  1255.  
  1256. Last contribution: Anonymous
  1257.  
  1258. WARNING: Too many light styles on a face at ([x], [y], [z])
  1259. Description:
  1260. There's a face with too many different light styles of light shining on it. (more than six). For every switchable light (that is: any light that is named or has a custom appearance) shining on a face, vrad.exe makes a new lightstyle. Basically, it calculates how the face looks like when:
  1261. -light 1 is on and light 2 is off
  1262. -light 1 is on and light 2 is on
  1263. -light 1 is off and light 2 is off
  1264. -light 1 is off and light 2 is on
  1265. I'm sure you understand how 6 switchable lights make 2 ^ 6 lightstyles, and how this enormous amount of memory has to be saved somehow. and limited.
  1266.  
  1267. Solution:
  1268. To stop this error, remove lights, dont give the light names unless you need to, make sure certain lights dont shine on the face (max_shining distance or by blocking it with brushes) or simply dont use that much switchable lights. Dynamic lights are not used by vrad.exe thus dont count. Lights with the same names are counted as the same lights. Find the location of the error using the coordinates.
  1269.  
  1270. See also:
  1271. Reference: Finding the cause of errors
  1272.  
  1273.  
  1274. The affected object may not work and/or cause general errors
  1275.  
  1276. Last contribution: Anonymous
  1277.  
  1278. zero area child patch
  1279. Description:
  1280. A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?
  1281.  
  1282. Solution:
  1283. First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
  1284.  
  1285. See also:
  1286. Reference: Finding the cause of unknown errors
  1287.  
  1288.  
  1289. Generally, this error may be ignored
  1290.  
  1291. Last contribution: Anonymous
  1292.  
  1293. [number] degenerate face(s)
  1294. Description:
  1295. A degenerate face is a face with no area. For instance, when two of its points are at the same place or three vertices on one line. Rarely, this error can cause all the lighting in your level to become black. If this happens, you will have to track down the degenerate face(s). This is however rare, so only go after the face if your level turns completely dark or you experience other strange errors.
  1296.  
  1297. Solution:
  1298. Don't try to fix this error if you don't experience strange problems, it will take you ages to find them in your level (trial and error, most likely). You will want to examply vertex-manipulated brushes first.
  1299.  
  1300.  
  1301. Generally, this error may be ignored
  1302.  
  1303. Last contribution: Mr. Happy
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement