Problem with Gel
Quote from msleeper on May 24, 2011, 12:36 pmIf you have gel in the map, and you have a light in the map (and mat_fullbright is set to 0) then gel should work.
Post your compile log.
If you have gel in the map, and you have a light in the map (and mat_fullbright is set to 0) then gel should work.
Post your compile log.
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If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Pesinn on May 25, 2011, 7:31 amI just took all the text in the log file (I think that is what you are asking for, but let me know if I am misunderstanding
Here is the compile log:
- Code: Select all
materialPath: c:program files (x86)valvesteamsteamappscommonportal 2portal2materials
Loading c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 4608.0 728.0)
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 4608.0 728.0)
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 (1536.0 5120.0 728.0)
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 (1024.0 3584.0 -8.0)
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 3584.0 752.0)
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 3584.0 728.0)
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 (1188.0 2048.0 431.0)
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 (1700.0 2048.0 431.0)
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:*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (93062 bytes)
Error! To use model "models/anim_wp/room_transform/armrubble_9arms02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/anim_wp/room_transform/armrubble_9arms02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 455 texinfos to 295
Reduced 29 texdatas to 29 (826 bytes to 826)
Writing c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.bsp
1 second elapsed2 threads
reading c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.bsp
reading c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.prt
LoadPortals: couldn't read c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.prt
I just took all the text in the log file (I think that is what you are asking for, but let me know if I am misunderstanding ![]()
Here is the compile log:
- Code: Select all
materialPath: c:program files (x86)valvesteamsteamappscommonportal 2portal2materials
Loading c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 4608.0 728.0)
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 4608.0 728.0)
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 (1536.0 5120.0 728.0)
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 (1024.0 3584.0 -8.0)
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 3584.0 752.0)
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 3584.0 728.0)
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 (1188.0 2048.0 431.0)
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 (1700.0 2048.0 431.0)
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:*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (93062 bytes)
Error! To use model "models/anim_wp/room_transform/armrubble_9arms02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/anim_wp/room_transform/armrubble_9arms02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 455 texinfos to 295
Reduced 29 texdatas to 29 (826 bytes to 826)
Writing c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.bsp
1 second elapsed2 threads
reading c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.bsp
reading c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.prt
LoadPortals: couldn't read c:program files (x86)valvesteamsteamappscommonportal 2portal2mapsclosed_map.prt
Quote from NocturnalGhost on May 25, 2011, 7:53 amPesinn wrote:0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!You have a leak, which is why lights and gel don't work.
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!
You have a leak, which is why lights and gel don't work.
Quote from Pesinn on May 25, 2011, 9:50 amNocturnalGhost wrote:Pesinn wrote:0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!You have a leak, which is why lights and gel don't work.
Is there any good way to find where it leaks?
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!
You have a leak, which is why lights and gel don't work.
Is there any good way to find where it leaks?
Quote from NocturnalGhost on May 25, 2011, 1:21 pmCheck this page: http://developer.valvesoftware.com/wiki/Leak
Check this page: http://developer.valvesoftware.com/wiki/Leak
Quote from Coldknife on May 25, 2011, 5:35 pmI have this problem some days ago and i found something interesting : When i worked with env_cubemap gel sticked perfectly to faces. So now when i want to enable paint on a wall i do a env_cubemap and select the face of the wall and it works perfect. I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.
I have this problem some days ago and i found something interesting : When i worked with env_cubemap gel sticked perfectly to faces. So now when i want to enable paint on a wall i do a env_cubemap and select the face of the wall and it works perfect. I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.
Quote from msleeper on May 25, 2011, 5:40 pmColdknife wrote:I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.
This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Groxkiller585 on May 25, 2011, 5:53 pmmsleeper wrote:Coldknife wrote:I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.
Technically, a map without any env_cubemaps DOES have cubemaps, they are just the default ones, both on fullbright and lit maps. But yes for cubemaps that make sense what msleeper said is required.
This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.
Technically, a map without any env_cubemaps DOES have cubemaps, they are just the default ones, both on fullbright and lit maps. But yes for cubemaps that make sense what msleeper said is required.

