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Compiling error - "no brush" and too large of a map

Hi! So, I have a problem... AGAIN. I'm trying to compile my map (which, for future reference, is nowhere near as large as the maximum map size) and one of two things happens. In both cases, this error appears literally probably about a hundred times: "WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (5120.000000, 0.000000, -15992.000000))" escept, obviously, with different co-ordinates each time. Now, either vbsp crashes entirely at this point, or it actually kind of compiles, and the game loads. I'm presented with the title screen, but only the background, no options or anything. Upon opening the dev console, I get this error message: "Host_EndGame: Map coordinate extents are too large!! Check for errors!". ...and that's pretty much all I can say, because I have NO idea what is going on. If you're curious, this has actually happened on two maps this week. If you're even more curious, here's my log file, and if you want, I can upload the .vmf. Thanks in advance for your help, and have a nice day!

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This is a pretty common error that may have several reason why it is doing so. You may have a leak or a brush which is outside the physical hammer grid or there is a corrupted brush(es).

Try going to one of the coordinates specified (and hide brushes and entities till the error goes away) and/or load the pointfile if it leaked.
Also have you used the vertice tool and not merge the points? This will create a 0 distance face and this is invalid.

If you cant seem to find the error try ALT+P and check for problems. It might find it for you.

?????????????????????????????TWP Releases | My Workshop

I've tried every method you suggested already. Nothing.

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Try hiding everything in your map and create a small box with a spawn point and try. If it is a brush currently inside your map then you would know.

?????????????????????????????TWP Releases | My Workshop

That works, so it IS something inside y map. GREAT. How would I go about finding it, exactly?

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You could try to hide your map piece by piece with the cordon tool. Just compile with VBSP and check if it's working or not.
Everytime it works, just increase the size of the cordon to next parts of the map. On that way you isolate the "broken" part of your map.

Ok... Well, at least it's a reasonably small map, so it shouldn't take long... I hope. Thanks, I'll tell you if it works. By the way, while you're in my topic, allow me to shamelessly applaud you for your square beams and double-faced vents - my OCPD would barely allow me to continue with the regular ones!

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-redacted-

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