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Autor Beitrag
000
16.08.2007, 01:38
Antimatrix



Guten Morgen,

Ich habe folgendes Problem ich habe 2 prop_statics die beim Log-analyzer als outside the map betrachtet werden, obwohl sie innerhalb der map sind.

Dabei handelt es sich um einmal um Dust Dome ( große Kuppel )
und einmal um einen Block von Dust ( Palette mit Steinblöcken)

Woran kann das liegen ?

Danke schon mal

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001
16.08.2007, 01:42
Fenneko



wenn sie am rand liegen, kann es schon mal passieren, dass sie doch eine spur drausn sind, sonst vielleicht: leak?

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002
16.08.2007, 01:44
Flow
Moderator


Bitte das komplette Log noch mal hier posten.

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003
16.08.2007, 11:51
Antimatrix



** Executing...
** Command: "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\counter-strike source\cstrike" "C:\Programme2\Steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\programme2\steam\steamapps\freestylemaniac@lycos.de\counter-strike source\cstrike\materials
Loading C:\Programme2\Steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.vmf
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_COBBLE_1, using default
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (114, 1175, 157)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity infodecal (-62.51 -1694.91 77.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, -1021.5, 21.5)
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 (2048.0, -628.5, 21.5)
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 (2048.0, -631.0, -393.0)
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 (2048.0, -119.0, 28.5)
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 (2048.0, -119.0, -386.0)
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 (2048.0, -1000.0, 125.5)
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 (2048.0, -1004.0, 206.5)
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 (2048.0, -980.0, 206.5)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1736 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1521630 bytes)
Error! To use model "models/props_c17/woodbarrel001.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/woodbarrel001.mdl"!
Error loading studio model ""!
Static prop models/props/de_dust/stoneblock01a.mdl outside the map (1131.00, 898.00, 63.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
10
Compacting texture/material tables...
Reduced 4369 texinfos to 3381
Reduced 223 texdatas to 186 (5767 bytes to 4934)
Writing C:\Programme2\Steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.bsp
14 seconds elapsed
1.836968 -0.787384 0.000000
1.725049 -1.022488 0.000000
1.836968 -1.022488 0.000000
1.836968 1.022488 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\counter-strike source\cstrike" "C:\Programme2\Steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.bsp
reading c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.prt
LoadPortals: couldn't read c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.prt

** Executing...
** Command: "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\counter-strike source\cstrike" "C:\Programme2\Steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.bsp
No vis information, direct lighting only.
22772 faces
25 degenerate faces
2570851 square feet [370202560.00 square inches]
187 displacements
248839 square feet [35832876.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.0116 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 3807/8192 45684/98304 (46.5%)
brushsides 30897/65536 247176/524288 (47.1%)
planes 26404/65536 528080/1310720 (40.3%)
vertexes 37020/65536 444240/786432 (56.5%)
nodes 11880/65536 380160/2097152 (18.1%)
texinfos 3381/12288 243432/884736 (27.5%)
texdata 186/2048 5952/65536 ( 9.1%)
dispinfos 187/0 32912/0 ( 0.0%)
disp_verts 51131/0 1022620/0 ( 0.0%)
disp_tris 90368/0 180736/0 ( 0.0%)
disp_lmsamples 645346/0 645346/0 ( 0.0%)
faces 22772/65536 1275232/3670016 (34.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14632/65536 819392/3670016 (22.3%)
leaves 11887/65536 380384/2097152 (18.1%)
leaffaces 28906/65536 57812/131072 (44.1%)
leafbrushes 9105/65536 18210/131072 (13.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 173599/512000 694396/2048000 (33.9%)
edges 99586/256000 398344/1024000 (38.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2416/32768 24160/327680 ( 7.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 40956/65536 81912/131072 (62.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14024864/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43979/393216 (11.2%)
LDR leaf ambient 11887/65536 285288/1572864 (18.1%)
HDR leaf ambient 0/65536 0/1572864 ( 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] 1/12 ( 8.3%)
static props [variable] 1/10746 ( 0.0%)
pakfile [variable] 31484/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1521630/4194304 (36.3%)
==== Total Win32 BSP file data space used: 23433747 bytes ====

Total triangle count: 67504
Writing c:\programme2\steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme2\Steam\steamapps\freestylemaniac@lycos.de\sourcesdk_content\cstrike\mapsrc\eastsummer.bsp" "c:\programme2\steam\steamapps\freestylemaniac@lycos.de\counter-strike source\cstrike\maps\eastsummer.bsp"

--------------------------------------------------------------------------
bItte hier das Log.

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004
16.08.2007, 12:17
McScore



Wenn dieses Gerät, dass HatfulOfHollow schon immer mal erfunden haben wollte, endlich da ist, können wir es in diesem Forum mit dieser Frage verknüpfen und dann erst auf http://www.thewall.de/content/half-life_2:tutorials:leaks hinweisen?

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... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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005
16.08.2007, 12:28
Antimatrix



Also zum Thema Leaks. Ich habe neben den Entities noch weitere prop Statics in unmittelbarer Nähe und die erscheinen in CSS !

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006
16.08.2007, 12:58
Fenneko



beseitige einfach einmal dein leak ;)

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007
16.09.2007, 18:27
Fairplay



hmm, hat dein gebilde nen origin?

kann sein dass dieser Fehler den du hast meinem sehr nahe kommt:

hatte in ner map nen brush erstellt, den zu nem func_button gemacht und irgendwann später compiled.

fehlermeldung: irgendwas von wegen "...func_button leaked! (XYZ)..." oder so ähnlich. die 200000 "FindPortalSide: Couldn't find a good match for which brush...." fehler standen dann auch bei mir.

hab daraufhin die pointfile geladen, die mir gezeigt hatte, dass der leak komplett außerhalb der map angefangen hatte und auch irgendwo dort endete.

ursache: der ursprungspunkt (origin) einer meiner buttons lag versehentlich außerhalb meiner map. hab das auch nur rausgefunden da ich nur mal so komplett rausgezomt hatte aus der 2D sicht, da ich den beim einzoomen nichts gefunden hatte...

vielleicht hilfts, vielleicht auch nicht (aber dafür andere...)

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