Fjoggs Posted July 11, 2015 Report Posted July 11, 2015 Hi, I've been struggling to fix a leak in my map that basically started occuring out of nowhere after I rescaled some parts of my map. Relevant error log from the compiler :FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-112.0 976.0 -144.0)Leaf 0 contents:Leaf 1 contents: CONTENTS_SOLIDviscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLIDThis means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLIDCheck for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLIDCandidate brush IDs: Brush 68160:FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-112.0 976.0 -144.0)Leaf 0 contents:Leaf 1 contents: CONTENTS_SOLIDviscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLIDThis means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLIDCheck for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLIDCandidate brush IDs: Brush 68160: I've been looking at various sources online, https://developer.valvesoftware.com/wiki/Leak being one of them, and it looks like I'm having some troubles with my areaportals. My map currently contains no textures with areaportals, so it's all handled by the compiler.None of the links I've found have provided a solution to this problem, and I'm a bit stumped really. Loading the pointfile just shows a redline from an entity that goes through my solid skybox.I've included the .vmf for anyone interested. de_flashbeng.vmf Quote
El_Exodus Posted July 11, 2015 Report Posted July 11, 2015 Something in your vmf was broken. C&P to a new file worked for me. I uploaded the fixed file for you.But start optimizing your map early. Use func_detail!! The map already takes ages to compile in that early stage. This shouldn't be the case. de_flashbeng-fix2.vmf Fjoggs 1 Quote
Fjoggs Posted July 11, 2015 Author Report Posted July 11, 2015 Oh wow, that trick works for Hammer too huh? GtkRadiant used to randomly break maps as well, and a copy paste would solve it. Thanks a lot!Regarding func_detail: This is just how make my maps. I always leave optimization until the end. That's just what I'm used to after 15 years of mapping. I just use -fast when compiling vis as the map is so simple it'll give max fps anyway.Thanks again, really saved me a lot of tinkering. Quote
Bastion Posted July 11, 2015 Report Posted July 11, 2015 Couple of things to always keep in mind as you work on maps to prevent these leaks, they're a common problem and the fixes can be quite simple.C&P to a new file, although that makes problems for version controlMake sure that nothing sticks out of the skybox, if a entity is exposed to the void you will not get to compile, check the exteriors of your map, even if the entity is inside the skybox brush slightly.Displacements cannot be used to seal maps, always have a brush bellow it to back it upAlthough it is mainly just hammer messing with your head. Fjoggs 1 Quote
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