numplanes + fakeplanes >= MAX_MAP_PLANES error PLZ help
Hello,

After mapping a few months, my map became kinda big.
I always make each area in an other safe file so it's easier to create.
The last time i added 3 rooms to my map, and i have 2 more rooms i need to add to it
but i get the following error:

numplanes + fakeplanes >= MAX_MAP_PLANES

So after a good search on google, i found that it was because i have to many brushes in my map. I also found out that making it a func_detail doesn't help that much.

When i delete 1 whole room my map will compile and load, but doesn't give the whole compile process, still gives the numplanes + fakeplanes >= MAX_MAP_PLANES error but it does work.

the strange thing about it is when i compile my map with the 3 rooms i get the following information:

23116 faces
Brush 184414: MAX_MAP_PLANES

after making a wall with alot of windows to 1 big wall (from about 39 blocks to 1) i still get that information:

23116 faces
Brush 184414: MAX_MAP_PLANES

Now i deleted 1 of the rooms, so my map did compile and worked, i got the next information:

23141 faces
(no brush information given)

aint it strange that after deleting a room with alot of brushes it says i have more faces than with the room?

and does anybody know a solution for me so that i can add the rooms and compile the map (i think there has to be a fix or something, 'couse there are alot bigger maps than mine)

Please help me!

(this is the compile process window with 2 rooms in my map (1 room deleted) when it does work)




** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: d:\steam\steamapps\d00med\counter-strike source\cstrike\materials
Loading D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop stone for material STONE/INFWLLFTOPEDGE, using default
Can't find surfaceprop stone for material STONE/INFWLLCEDGE, using default
material "icecreamlock/colordblue" not found.
Material not found!: ICECREAMLOCK/COLORDBLUE
Could not locate 'GameData' key in d:\steam\steamapps\d00med\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/jb_forgotten_criminals_v3/nature/infblendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5..Brush 717: WARNING, microbrush
Brush 716: WARNING, microbrush
.6...7...8...9...10 (2)
**** leaked ****
Entity point_spotlight (-2618.47 -1033.45 33.81) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1729.3 1657.5 -46.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 1036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1732.5 1658.5 -46.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 1036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1732.5 1656.5 -46.5)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 1036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1730.9 1420.0 -46.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 1036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1732.5 1386.0 -46.5)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 1036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1885.2 1345.0 -65.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
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: Brush 1063:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1885.2 1345.0 -84.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
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: Brush 1063:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1885.2 1345.1 -71.0)
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: Brush 1063:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3056 detail faces...done (1)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
WARNING: node without a volume
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (7) (1841675 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10425 texinfos to 4965
Reduced 300 texdatas to 250 (13015 bytes to 10578)
Writing D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.bsp
45 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" -fast "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3"

Valve Software - vvis.exe (Oct 31 2012)
fastvis = true
2 threads
reading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.bsp
reading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.prt
LoadPortals: couldn't read d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.prt


** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3"

Valve Software - vrad.exe SSE (Oct 31 2012)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (6.85 seconds)
23141 faces
numplanes + fakeplanes >= MAX_MAP_PLANES

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v3.bsp" "d:\steam\steamapps\d00med\counter-strike source\cstrike\maps\jb_forgotten_criminals_v3.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 240 -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" +map "jb_forgotten_criminals_v3"
Last edited by èázỹ ĵąŷ; 6 Apr, 2013 @ 2:05pm
< >
Showing 1-7 of 7 comments
Wazanator 6 Apr, 2013 @ 4:39pm 
Were you by chance using the carve tool?
Rectus 7 Apr, 2013 @ 5:51am 
You should start by plugging those leaks. If you have a leak, the brush faces outside the map won't get culled, and you get a lot more faces to deal with. VVIS and VRAD won't work correctly if you have leaks.

You should also remove the microbrushes it's complaining about. As well as switching out all water materials labeled with beneath with the corresponding materials without it.
èázỹ ĵąŷ 7 Apr, 2013 @ 2:43pm 
oke, so after first removing the room that had alot of brushes and where the micro brushes where, i replaced it with a room that didn't had that mutch brushes and tried to run the map. This didn't work, so i tried to look how many things i need to delete before it does work.

But now even when i delete 2 rooms (it would only take me to delete 1 room and than the compiling did work) and more stuff, it doesn't work at all...

Now i am really stuck :S

this is the compile process window:



** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: d:\steam\steamapps\d00med\counter-strike source\cstrike\materials
Loading D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/INFFLRA, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop stone for material STONE/INFWLLFTOPEDGE, using default
Brush 287395: FloatPlane: bad normal
Side 0
Texture: TOOLS/TOOLSNODRAW


** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5"

Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.bsp
reading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.prt
LoadPortals: couldn't read d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.prt


** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" -noextra "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5"

Valve Software - vrad.exe SSE (Oct 31 2012)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (5.72 seconds)
21652 faces
numplanes + fakeplanes >= MAX_MAP_PLANES

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\jb_forgotten_criminals_v5.bsp" "d:\steam\steamapps\d00med\counter-strike source\cstrike\maps\jb_forgotten_criminals_v5.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 240 -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" +map "jb_forgotten_criminals_v5"


PS:
A other thing that i did is make sure the most faces are now nodraw, becouse i started this map like 2 years ago when i was a total noob, and didn't make the invisible sides nodraw, so a few months back i started mapping again and thought i'll finish this map, so i made alot of sides that are invisible when in game to NODRAW, could it be that this got me to more trouble?
èázỹ ĵąŷ 7 Apr, 2013 @ 3:37pm 
It becomes even stranger LOL :S

i opend up 1 of my other "try" maps of this map, and this is 1 where i have
every extra room in the map accept for 1 (that room doesn't even matter that much), so i ectually have even more in the map, this one does compile!

The only really sad thing about it is the light_environment is there, but it's like it isn't even using it, all my lights in the map also don't work.

I still have the numplanes + fakeplanes >= MAX_MAP_PLANES error in the compile window, is this why my light_environment doesn't work?

here is the compile process window:


** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: d:\steam\steamapps\d00med\counter-strike source\cstrike\materials
Loading D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
material "icecreamlock/colordblue" not found.
Material not found!: ICECREAMLOCK/COLORDBLUE
Can't find surfaceprop stone for material STONE/INFWLLFTOPEDGE, using default
Can't find surfaceprop stone for material STONE/INFWLLCEDGE, using default
Could not locate 'GameData' key in d:\steam\steamapps\d00med\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/hugetesthugedelete/nature/infblendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4Brush 338: WARNING, microbrush
Brush 337: WARNING, microbrush
...5...6...7...8...9...10 (2)
**** leaked ****
Entity info_teleport_destination (117.50 -258.54 1004.49) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 -3072.0 71.4)
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 -2048.0 71.4)
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 71.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 -3072.0 71.4)
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 (1024.0 -2073.5 -647.9)
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 (1024.0 -2073.5 -215.0)
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 (1024.0 -2073.5 504.2)
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 (1024.0 -2585.5 71.4)
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 2700 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (5) (1906938 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11530 texinfos to 5444
Reduced 319 texdatas to 259 (12803 bytes to 10070)
Writing D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.bsp
31 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete"

Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.bsp
reading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.prt
LoadPortals: couldn't read d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.prt


** Executing...
** Command: "d:\steam\steamapps\d00med\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete"

Valve Software - vrad.exe SSE (Oct 31 2012)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.67 seconds)
25030 faces
numplanes + fakeplanes >= MAX_MAP_PLANES

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\d00med\sourcesdk_content\cstrike\mapsrc\hugetesthugedelete.bsp" "d:\steam\steamapps\d00med\counter-strike source\cstrike\maps\hugetesthugedelete.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 240 -game "d:\steam\steamapps\d00med\counter-strike source\cstrike" +map "hugetesthugedelete"
èázỹ ĵąŷ 7 Apr, 2013 @ 3:37pm 
Originally posted by Wazanator:
Were you by chance using the carve tool?
Nope, didn't use any
èázỹ ĵąŷ 7 Apr, 2013 @ 3:40pm 
Originally posted by Rectus:
You should start by plugging those leaks. If you have a leak, the brush faces outside the map won't get culled, and you get a lot more faces to deal with. VVIS and VRAD won't work correctly if you have leaks.

You should also remove the microbrushes it's complaining about. As well as switching out all water materials labeled with beneath with the corresponding materials without it.

I've got no idea how to find any leaks in my map, couse when i load up map > load pointfile it doesn't have my map name in it, how can i find the leaks?

I removed the microbrushes, and what do you mean with switching out all water materials? my engelish isn't that good ^^ (btw the water is working great in the map, does this give any other problems when I don't fix it?)
Rectus 7 Apr, 2013 @ 11:26pm 
You're getting: Brush 287395: FloatPlane: bad normal in the second compile, making VBSP not finish. Remove that brush as well.

It will only write a pointfile when is says it leaked, like in that "try" map compile.

The water material with beneath are used internally by the game for the for the water surface when viewed from below inside the water. They are referenced from the regular water materials and used automatically. If you place them manually they might not work correctly.
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