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[Source] Need help with strange leak

  • maxlevelboi
  • January 17, 2016 at 3:52 PM
  • maxlevelboi
    • January 17, 2016 at 3:52 PM
    • #1

    Hello there I have a weird leak I have never experienced before and I do not know how to fix it sadly


    First picture shows my normal level without any leak (woho!)

    [Blocked Image: http://i.imgur.com/KEvUxae.jpg?1]

    Second picture shows the leak, it ONLY occurs when I look at a very specific point in my level, has anyone ever had this problem before and the solution?

    [Blocked Image: http://i.imgur.com/obgvJsC.jpg?1]

    Look at the top of the 2nd picture, the clear blue sky is gone

  • laminutederire
    • January 17, 2016 at 7:26 PM
    • #2

    I had something like that once, but it was an issue with visleaves, and occurred only in a definite space area, is it the same for you?

  • tomm
    • January 17, 2016 at 7:39 PM
    • #3

    welcome to hint/skip nightmare(I'm just guessing)

  • maxlevelboi
    • January 17, 2016 at 8:42 PM
    • #4
    Quote from laminutederire

    I had something like that once, but it was an issue with visleaves, and occurred only in a definite space area, is it the same for you?

    Yepp exact same!

    Quote from tomm

    welcome to hint/skip nightmare(I'm just guessing)

    I have tried removing some hint blocks but I can remove all to see what happenes

  • laminutederire
    • January 17, 2016 at 9:36 PM
    • #5
    Quote from maxlevelboi

    Yepp exact same!

    I have tried removing some hint blocks but I can remove all to see what happenes

    as tomm said it's probably a hint issue. Try to rebuild those in that area to see if it is better? :)

  • maxlevelboi
    • January 17, 2016 at 9:41 PM
    • #6
    Quote from laminutederire

    as tomm said it's probably a hint issue. Try to rebuild those in that area to see if it is better?

    Will post results as soon as I can : -)

  • maxlevelboi
    • January 17, 2016 at 10:26 PM
    • #7

    I have removed all hint and skip and it still persists : /

  • Harry Godden
    • January 18, 2016 at 7:14 AM
    • #8

    In Hammer: Map > Load Portal File, go to that area and see if there is some crazy blue boxes going on, I don't know what might cause the black skybox, but anything that looks problematic (small / crazy shaped VISleafs) is likely to be it.

    Try running the map without VIS, just to see if its an optimization problem, if the but is still there without VIS turned on, its not something to do with how the level is optimized, and then I have no clue.

  • laminutederire
    • January 18, 2016 at 8:12 AM
    • #9

    Usually there are warnings when compiling, do you have any?

  • maxlevelboi
    • January 18, 2016 at 9:01 AM
    • #10

    Compile log incoming as soon as possible and I will try the Load Portal File : -)!

  • maxlevelboi
    • January 18, 2016 at 11:59 AM
    • #11

    Ran without vis and it is for sure visleafs that are at fault!

  • Squad
    • January 18, 2016 at 11:10 PM
    • #12

    Can you post the compile log? Also, are you using (horizontal) areaportals in your map?

  • maxlevelboi
    • January 19, 2016 at 8:28 AM
    • #13
    Quote from Squad

    Can you post the compile log? Also, are you using (horizontal) areaportals in your map?

    I will post it right now : -) and I tried without areaportals problem remains (no Idea if they are horizontal or not(?))

    karam/karam.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    m9_bay/knife_m9_bay.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    t/knife_t.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    tactical/knife_tactical.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m
    249para/m249.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n
    egev/mach_negev.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2
    23/pist_223.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c
    z_75/pist_cz_75.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d
    eagle/pist_deagle.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e
    lite/m9a1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f
    iveseven/fiveseven.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g
    lock18/pist_glock18.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h
    kp2000/pist_hkp2000.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p
    250/p250.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t
    ec9/pist_tec9.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak
    47/ak47.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au
    g/rif_aug.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa
    mas/rif_famas.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga
    lilar/rif_galilar.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
    a1/rif_m4a1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
    a1_s/rif_m4a1_s.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg
    556/rif_sg556.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m
    ag7/shot_mag7.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n
    ova/shot_nova.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s
    awedoff/shot_sawedoff_01.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x
    m1014/shot_xm1014.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi
    zon/bizon.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma
    c10/smg_mac10_1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
    7/smg_mp7.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
    9/smg_mp9.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9
    0/smg_p90.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um
    p45/smg_ump45.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a
    wp/awp.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g
    3sg1/snip_g3sg1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
    car20/snip_scar20.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
    sg08/snip_ssg08.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
    sg08/snip_ssg08_scope.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r
    evolver/pist_revolver.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    falchion_advanced/knife_falchion_advanced.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    push/knife_push.vmt.
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
    l Offensive\csgo\materials
    Loading C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.vmf
    Map revision 6304
    Can't find surfaceprop panel for material METAL/PRODVENTA, using default
    Can't find surfaceprop stone for material DE_CBBLE/SANDSTONE_WALL_01, using defa
    ult
    Patching WVT material: maps/de_aqueduct/de_mirage/plaster/de_mirage_plaster_salm
    on1_blend_wvt_patch
    Patching WVT material: maps/de_aqueduct/de_mirage/ground/de_mirage_ground_tilec_
    blend_diffuse _wvt_patch
    Patching WVT material: maps/de_aqueduct/de_nuke/nukblenddirtgrass_wvt_patch
    Patching WVT material: maps/de_aqueduct/concrete/blend_blacktopsand_01_wvt_patch

    Patching WVT material: maps/de_aqueduct/de_mirage/plaster/de_mirage_plaster_blue
    1_blend_wvt_patch
    Patching WVT material: maps/de_aqueduct/de_mirage/ground/de_mirage_ground_tileh_
    blend2_diffuse_wvt_patch
    Patching WVT material: maps/de_aqueduct/de_mirage/base/de_mirage_top_ver1_blend_
    wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...

    DRASTIC MEMORY OVERFLOW: Fell out of small block heap!


    Merged 5284 detail faces...done (3)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.prt...Building visibil
    ity clusters...
    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 (1) (2824064 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 12300 texinfos to 8673
    Reduced 511 texdatas to 466 (16836 bytes to 15415)
    Writing C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.bsp
    12 seconds elapsed
    CDynamicFunction: Closing library 'Kernel32.dll' (779F0000)

    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
    e Global Offensive\bin"
    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
    lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
    on\Counter-Strike Global Offensive\csgo" -fast "C:\Users\stmafo1\Google Drive\de
    _benq\de_aqueduct"
    -------------------------------------------------------------------------------

    CDynamicFunction: Loading library 'Kernel32.dll' (779F0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77ECBEC
    0
    Valve Software - vvis.exe (Dec 17 2015)
    fastvis = true
    4 threads
    reading c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    reading c:\users\stmafo1\google drive\de_benq\de_aqueduct.prt
    2549 portalclusters
    8395 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 308495 visible clusters (0.00%)
    Total clusters visible: 5093328
    Average clusters visible: 1998
    Building PAS...
    Average clusters audible: 2539
    visdatasize:1573731 compressed from 1631360
    writing c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    3 seconds elapsed
    CDynamicFunction: Closing library 'Kernel32.dll' (779F0000)

    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
    e Global Offensive\bin"
    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
    lobal Offensive\bin\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\com
    mon\Counter-Strike Global Offensive\csgo" -noextra "C:\Users\stmafo1\Google Driv
    e\de_benq\de_aqueduct"
    -------------------------------------------------------------------------------

    CDynamicFunction: Loading library 'Kernel32.dll' (779F0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77ECBEC
    0
    Valve Software - vrad.exe SSE (Dec 17 2015)

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

    Loading c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    Setting up ray-trace acceleration structure... Done (5.11 seconds)
    22491 faces
    8 degenerate faces
    1044030 square feet [150340336.00 square inches]
    45 Displacements
    16038 Square Feet [2309514.75 Square Inches]
    22483 patches before subdivision
    153037 patches after subdivision
    sun extent from map=0.087156
    21 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 (146)
    transfers 43822893, max 3863
    transfer lists: 334.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(419413, 305993, 253434)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(84132, 56300, 40820)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(17360, 10716, 6935)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(3993, 2261, 1293)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(959, 497, 252)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(244, 116, 52)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(65, 28, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(18, 7, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(5, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0453 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 115/1024 5520/49152 (11.2%)
    brushes 7300/8192 87600/98304 (89.1%) VERY FULL!
    brushsides 55155/65536 441240/524288 (84.2%) VERY FULL!
    planes 25010/65536 500200/1310720 (38.2%)
    vertexes 44810/65536 537720/786432 (68.4%)
    nodes 5539/65536 177248/2097152 ( 8.5%)
    texinfos 8673/12288 624456/884736 (70.6%)
    texdata 466/2048 14912/65536 (22.8%)
    dispinfos 45/0 7920/0 ( 0.0%)
    disp_verts 3613/0 72260/0 ( 0.0%)
    disp_tris 5952/0 11904/0 ( 0.0%)
    disp_multiblend 0/0 0/0 ( 0.0%)
    disp_lmsamples 48146/0 48146/0 ( 0.0%)
    faces 22491/65536 1259496/3670016 (34.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 18175/65536 1017800/3670016 (27.7%)
    facebrushes 1445/0 2890/0 ( 0.0%)
    facebrushlists 22491/0 89964/0 ( 0.0%)
    leaves 5655/65536 180960/2097152 ( 8.6%)
    leaffaces 29152/65536 58304/131072 (44.5%)
    leafbrushes 13964/65536 27928/131072 (21.3%)
    areas 13/1024 104/8192 ( 1.3%)
    surfedges 181235/512000 724940/2048000 (35.4%)
    edges 118406/256000 473624/1024000 (46.3%)
    LDR worldlights 21/8192 2100/819200 ( 0.3%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 4/32768 48/393216 ( 0.0%)
    waterstrips 3002/32768 30020/327680 ( 9.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 60246/65536 120492/131072 (91.9%) VERY FULL!
    cubemapsamples 36/1024 576/16384 ( 3.5%)
    overlays 451/1024 158752/360448 (44.0%)
    LDR lightdata [variable] 9235976/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1573731/16777216 ( 9.4%)
    entdata [variable] 190765/393216 (48.5%)
    LDR ambient table 5655/65536 22620/262144 ( 8.6%)
    HDR ambient table 5655/65536 22620/262144 ( 8.6%)
    LDR leaf ambient 25140/65536 703920/1835008 (38.4%)
    HDR leaf ambient 5655/65536 158340/1835008 ( 8.6%)
    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] 1/133344 ( 0.0%)
    pakfile [variable] 2801171/0 ( 0.0%)
    physics [variable] 2824064/4194304 (67.3%)
    physics terrain [variable] 8228/1048576 ( 0.8%)

    Level flags = 4

    Total triangle count: 63959
    Writing c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    3 minutes, 52 seconds elapsed
    CDynamicFunction: Closing library 'Kernel32.dll' (779F0000)

    -------------------------------------------------------------------------------
    Running command: copy "C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.bsp" "C
    :\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csg
    o\maps\de_aqueduct.bsp"
    -------------------------------------------------------------------------------

    Finished. Press a key to close.

  • ElectroSheep
    • January 19, 2016 at 8:51 AM
    • #14

    Don't test leaves performances with Vvis in fast, you need a full compile to check if they are working well. Because fast don't calculate visibility between leaves.

    also this kind of error can happen when your leaves are damn too complicated, something like this :

    [Blocked Image: http://i67.tinypic.com/4jvmme.jpg]


    Also 90% brushes, that's a huge map !!

  • El_Exodus
    • January 19, 2016 at 9:29 AM
    • #15

    8395 numportals are a lot! Invest time for optimizing the map. Set more non vis blocking brushes as func_detail. Maybe the issue will be resolved once you've done this.

  • maxlevelboi
    • January 19, 2016 at 10:01 AM
    • #16

    I have never learnt what to keep as brushes and what to make into func details but I assume I should go a bit more crazy with my func_detailing?

    Quote from 3Dnj

    Don't test leaves performances with Vvis in fast, you need a full compile to check if they are working well. Because fast don't calculate visibility between leaves.

    also this kind of error can happen when your leaves are damn too complicated, something like this :

    [Blocked Image: http://i67.tinypic.com/4jvmme.jpg]


    Also 90% brushes, that's a huge map !!

    (The Aqueduct is made out of a lot of brushes hehe)

  • JSadones
    • January 19, 2016 at 11:33 AM
    • #17
    Quote from maxlevelboi

    I have never learnt what to keep as brushes and what to make into func details but I assume I should go a bit more crazy with my func_detailing?

    (The Aqueduct is made out of a lot of brushes hehe)

    I'm no pro or anything but general rule of thumb:

    Func_detail it when:

    • Has too many faces (cylinders, ..)
    • Is used to detail the world (most likely it's small and has lots of faces too)
    • It's too small to block visibility of a large area
  • Squad
    • January 19, 2016 at 12:51 PM
    • #18
    Quote from maxlevelboi

    I have never learnt what to keep as brushes and what to make into func details but I assume I should go a bit more crazy with my func_detailing?

    (The Aqueduct is made out of a lot of brushes hehe)

    I stronly recommend to read @will2k's Man vs Engine. It covers func_detailing, as well as areaportals, occluders and more.

    Basically, when you check off all visgroups except for world brushes, you should be left with basic square rooms preferably.

    Here's an example of HL2 with everything disabled but world brushes. It's not the world's best example, since they forgot to func_detail some brushes, but you can see it gets rather empty when disabling func_details ;)

    [Blocked Image: http://developer.valvesoftware.com/w/images/c/cb/C17plaza-worldbrush.jpg]

    If you're done optimizing your map, there should be a good chance the leak issue will be solved automatically, as @El_Exodus already mentioned.

  • maxlevelboi
    • January 19, 2016 at 1:11 PM
    • #19
    Quote from Squad

    I stronly recommend to read @will2k's Man vs Engine. It covers func_detailing, as well as areaportals, occluders and more.

    Basically, when you check off all visgroups except for world brushes, you should be left with basic square rooms preferably.

    Here's an example of HL2 with everything disabled but world brushes. It's not the world's best example, since they forgot to func_detail some brushes, but you can see it gets rather empty when disabling func_details

    [Blocked Image: http://developer.valvesoftware.com/w/images/c/cb/C17plaza-worldbrush.jpg]

    If you're done optimizing your map, there should be a good chance the leak issue will be solved automatically, as @El_Exodus already mentioned.

    Thank you so much for the help : -)! I am for ever in debt to this community!

  • Vaya
    • January 19, 2016 at 1:21 PM
    • #20

    I think this enforces the point I was making before about you having too much going on. you could probably improve the feel (and optimisation) of the map by simplifying areas and having less brushwork/props.

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