Valve Hammer Editor: CS:S Version 4.1

Hallo Leute,
ich habe da ein beim Kompilieren meiner Map. Und zwar kompiliert er sie zwar (es hat zumindest den anschein) aber die Map zum spielen ist immer die alte. Nach der Kompilierung startet er nämlich das Spiel und diese Version die er mir dann läd, ist die alte. Ich habe da, so glaub ich, auch einen Fehler beim Kompilierungs Log festgestellt. Und zwar „leaked“ da immer ein Gegenstand(decal). Ich habe in anderen Foren gelesen, dass man so was dann einfach neu erstellen muss. Das habe ich dann auch versucht aber danach ist der Gegenstand immer noch defekt. Was aber noch ein größeres Problem ist, ist dass, wenn ich es ganz weg lasse, ein anderer Gegenstand plötzlich „leaked“. So hatte ich das paar mal weiter gemacht, bis es mir so vor kahm, dass ich alles weg machen müsste, denn es hörte nicht mehr auf.
Also meine Bitte um Hilfe.

//--------------------------------------------------

Für eine genauere Beschrebung meines Problems, zeige ich noch mal meinen ganzen Kompilierungstext an:

** Executing…
** Command: „c:\spiele\steam\steamapps\mickeyman\sourcesdk\bin\vbsp.exe“
** Parameters: -game „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike“ „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk“

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike\materials
Loading C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
**** leaked ****
Entity light_environment (-484.00 1937.32 -652.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-2048.0, 2560.0, -1032.0)
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 (-2048.0, 2560.0, -976.0)
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 (-2048.0, 2560.0, -770.0)
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 (-2048.0, 2560.0, 2792.0)
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 (-2560.0, 3072.0, 2562.0)
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, 2560.0, 2562.0)
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 (-2560.0, 1024.0, 2562.0)
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, 1718.0, -1032.0)
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 materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable „$hdrbasetexture“ for material „skybox/sky_day01_01rt“
Can’t load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors…
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing…
** Command: „c:\spiele\steam\steamapps\mickeyman\sourcesdk\bin\vvis.exe“
** Parameters: -game „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike“ „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk“

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
reading c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.prt
LoadPortals: couldn’t read c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.prt

** Executing…
** Command: „c:\spiele\steam\steamapps\mickeyman\sourcesdk\bin\vrad.exe“
** Parameters: -game „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike“ „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk“

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from ‚lights.rad‘]
[1 texlights parsed from ‚lights.rad‘]

Loading c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
1262 faces
218484 square feet [31461820.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1262 patches before subdivision
23034 patches after subdivision
48 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (40)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (7)
transfers 2535007, max 486
transfer lists: 19.3 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(12232, 6979, 6897)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(1902, 875, 684)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(301, 117, 74)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(49, 16, 8)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(8, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 14/1024 672/49152 ( 1.4%)
brushes 150/8192 1800/98304 ( 1.8%)
brushsides 1006/65536 8048/524288 ( 1.5%)
planes 1096/65536 21920/1310720 ( 1.7%)
vertexes 2379/65536 28548/786432 ( 3.6%)
nodes 664/65536 21248/2097152 ( 1.0%)
texinfos 176/12288 12672/884736 ( 1.4%)
texdata 22/2048 704/65536 ( 1.1%)
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 1262/65536 70672/3670016 ( 1.9%)
origfaces 637/65536 35672/3670016 ( 1.0%)
leaves 679/65536 21728/2097152 ( 1.0%)
leaffaces 1462/65536 2924/131072 ( 2.2%)
leafbrushes 253/65536 506/131072 ( 0.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 8460/512000 33840/2048000 ( 1.7%)
edges 4565/256000 18260/1024000 ( 1.8%)
LDR worldlights 48/8192 4224/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 83/32768 830/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1431/65536 2862/131072 ( 2.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 1357136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 20742/16777216 ( 0.1%)
entdata [variable] 34234/393216 ( 8.7%)
LDR leaf ambient 679/65536 16296/1572864 ( 1.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 15281/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 60658/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 1793279 bytes ====

Linux Specific Data:
physicssurface [variable] 60658/6291456 ( 1.0%)
==== Total Linux BSP file data space used: 1793279 bytes ====

Total triangle count: 3376
Writing c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
51 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp“ „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike\maps\glas_walk.bsp“

//------------------------------------------------------

Ich hoffe auf Eure Unterstützung.

Habe es jetzt doch selber geschafft. Hatte es durch zufall auf einer Seite gesehen.
Mit „Load Pointfile“ war es dann ziemlich einfach.
Zwar funktioniert das Kompilieren noch nicht perfekt, aber immer hin ist der leak weg.

Hallo,
zwar ist der leak weg, aber er schafft es immer noch nicht die Map zu kompilieren. Er versucht es zwar und er zeigt auch keine Fehler an (außer dem $hdrbasetexture), aber im Spiel ist es dann immer die alte Version.
Ich hatte auch schon mal versucht, den Inhalt meiner Map einfach in eine Neue zu kopieren aber dann macht er fast gar nichts mehr. Er sagt mir dann immer, dass er die .bsp Datei nicht finden kann.

Als Hilfe ist hier der Kompilierungs-Log:

** Executing…
** Command: „c:\spiele\steam\steamapps\mickeyman\sourcesdk\bin\vbsp.exe“
** Parameters: -game „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike“ „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk“

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike\materials
Loading C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.prt…done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable „$hdrbasetexture“ for material „skybox/sky_day01_01rt“
Can’t load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors…
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing…
** Command: „c:\spiele\steam\steamapps\mickeyman\sourcesdk\bin\vvis.exe“
** Parameters: -game „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike“ „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk“

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
reading c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.prt
391 portalclusters
1317 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (2)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (60)
Optimized: 99 visible clusters (0.00%)
Total clusters visible: 43078
Average clusters visible: 110
Building PAS…
Average clusters audible: 196
visdatasize:23391 compressed from 43792
writing c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
1 minute, 2 seconds elapsed

** Executing…
** Command: „c:\spiele\steam\steamapps\mickeyman\sourcesdk\bin\vrad.exe“
** Parameters: -game „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike“ „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk“

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from ‚lights.rad‘]
[1 texlights parsed from ‚lights.rad‘]

Loading c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
1262 faces
218484 square feet [31461820.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1262 patches before subdivision
23034 patches after subdivision
48 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (38)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (7)
transfers 2408342, max 486
transfer lists: 18.4 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(11507, 6345, 6485)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(1760, 767, 641)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(276, 99, 70)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(44, 13, 8)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(7, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 14/1024 672/49152 ( 1.4%)
brushes 150/8192 1800/98304 ( 1.8%)
brushsides 1006/65536 8048/524288 ( 1.5%)
planes 1096/65536 21920/1310720 ( 1.7%)
vertexes 2379/65536 28548/786432 ( 3.6%)
nodes 664/65536 21248/2097152 ( 1.0%)
texinfos 176/12288 12672/884736 ( 1.4%)
texdata 22/2048 704/65536 ( 1.1%)
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 1262/65536 70672/3670016 ( 1.9%)
origfaces 637/65536 35672/3670016 ( 1.0%)
leaves 679/65536 21728/2097152 ( 1.0%)
leaffaces 1462/65536 2924/131072 ( 2.2%)
leafbrushes 253/65536 506/131072 ( 0.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 8460/512000 33840/2048000 ( 1.7%)
edges 4565/256000 18260/1024000 ( 1.8%)
LDR worldlights 48/8192 4224/720896 ( 0.6%)
HDR worldlights 48/8192 4224/720896 ( 0.6%)
waterstrips 83/32768 830/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1431/65536 2862/131072 ( 2.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 1345644/0 ( 0.0%)
HDR lightdata [variable] 1345644/0 ( 0.0%)
visdata [variable] 23391/16777216 ( 0.1%)
entdata [variable] 34234/393216 ( 8.7%)
LDR leaf ambient 679/65536 16296/1572864 ( 1.0%)
HDR leaf ambient 679/65536 16296/1572864 ( 1.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 15281/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 60658/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 3150600 bytes ====

Linux Specific Data:
physicssurface [variable] 60658/6291456 ( 1.0%)
==== Total Linux BSP file data space used: 3150600 bytes ====

Total triangle count: 3376
Writing c:\spiele\steam\steamapps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp
48 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: „C:\Spiele\Steam\SteamApps\mickeyman\sourcesdk_content\cstrike\mapsrc\glas_walk.bsp“ „c:\spiele\steam\steamapps\mickeyman\counter-strike source\cstrike\maps\glas_walk.bsp“

Ich hab da absulut keine Ahnung mehr.
Bitte helft mir.

Leider hat mir keiner geholfen. Nach langer Zeit der Grübelei habe ich es dann aber doch noch geschafft. Für Leute die es interresiert, es war folgender Fehler:

Face List Count >= OVERLAY_BSP_FACE_COUNT

Das bedeutet, dass man eine Wand nicht so häufig von anderen Gegenständen durlaufen lassen darf. Z.B. wenn sich zwei Wände kreuzen. Dies ist nämlich nur 64 mal erlaubt.
Ich denke mal das es so in etwa richtig erklärt sein dürfte.

Schade finde ich es dennoch, dass mir niemand geholfen hat oder bin ich im falschen Forum?
Trotzdem sag ich mal ein kleines Danke.