Bitch compiler error
hi; help me pls i got this and i think its the cause of leaks in my map (.bsp file created and i can play the map but without shadows)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (730,-736,856)-(832,-691,862) in hull 2 of model 9 (entity: classname "button_target", origin "", targetname "")
full compiler log with spoiler tag attached to this thread please
now whenever i run a .map in batch compiler it gives me a leak (i did a simple room to test) and this is happening since i reinstall it
Leak pointfile generated
SolidBSP [hull 1] 13 (0.00 seconds)
Warning: === LEAK in hull 1 ===
Entity light @ ( 64, 64, 64)
SolidBSP [hull 2] 13 (0.00 seconds)
Warning: === LEAK in hull 2 ===
Entity light @ ( 64, 64, 64)
SolidBSP [hull 3] 13 (0.00 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ ( 64, 64, 64)
Reduced 126 clipnodes to 126
Reduced 7 texinfos to 7
Reduced 5 texdatas to 5 (174084 bytes to 174084)
Reduced 132 planes to 66
FixBrinks:
Increased 126 clipnodes to 126.
you have a leak, that means you have a hole in your map somewhere (near the light entity) as the logs u post says.
so check your whole map everywhere and see if everything is closed.
also be sure your entity's are not outside your MAP
and be sure your walls are not func_wall or any other entity.
about the ambigious thingg, its about some brushes u made, they are badly made i think, i had this issue too so yeah find that brush/entity whatever it is and remake it properly.
thats my tips, good luck
Yeah Karli , I have tampered too much with entities types ...
also because i selected many separated blocks and made it func_detail or func_ wall including walls .
so can u tell me how u use that func_wall and func_detail , also wat "move to world" does. Thanks!
i personally use func_wall on my jumps, or when i create a brush with different of pieces on it i func_wall it, others say func_detail is better, you can use that aswell.
move to world means if you make a brush entity lets say func_wall and click move to world it will not be entitity anymore.
so select all your walls, and floors and Move them to world first.
then try to recompile.
easiest way:
open your map file in hammer
then press Map in the menu, select load Pointfile.
Voila you have a few lines to follow in hammer where your leak is.
Just follow the lines and you hit the spot.
The function:
Move selected: ....
toWorld makes your brush based entity to a normal brush again.
toEntity makes a world brush to a brush based entity.
bitch compiler error. i like that :D
hi again guys :)
i got this :
LeafThread:
(15153.08 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 721 and 713:
(-1985.725 -1977.317 -92.000)
(-1977.308 -1990.410 -92.000)
(-1977.308 -1990.410 -238.000)
(-1984.053 -1979.917 -238.000)
(-1985.725 -1977.317 -237.610)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 981 and 959:
(-1498.107 -2602.469 -880.000)
(-1378.339 -2580.470 -880.000)
(-1378.339 -2580.470 -1120.000)
(-1385.688 -2581.820 -1120.000)
(-1498.107 -2602.469 -1113.994)
how i find the infected brush in vhe?
& this too :)
FindFacePositions:
(11.51 seconds)
BuildFacelights:
Malformed face (4135) normal @
(-978.22, 2874.90, -1887.31)
(-902.74, 2828.45, -1858.28)
(-903.76, 2817.82, -1858.68)
(-979.03, 2874.27, -1887.63)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face' or just delete me cause im a bad compiler :D
Thanks!
Normally in hammer editor you click ALT+P and it should display
the "texture axis perpindicular to face" brushes then u click them and click Fix, thats all.
u use 3.4 hammer editor or the 3.5 updated one?
i use 3.4 and when i press ALT+P no errors found. Anyway i'll remove the blocks that i did after last successfull compile
yeah do that, also is recommended u use the 3.5 why not?
here use this .exe file in your valve hammer editor folder.
http://www26.zippyshare.com/v/OUocaEM3/file.html
Sometime Hammer thinks the brush is valid.
To fix the problem look at the coordinates in the compilelog.
Then use bspviewer or use hammer to get to the coordinates and see which brush is infected.
Then vertex it or rebrush the brush again, to fix it.
Thank you guys & im using vhe 3.5 i was mistaking ..
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