maxlevelboi Posted January 17, 2016 Report Share Posted January 17, 2016 (edited) 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!)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?Look at the top of the 2nd picture, the clear blue sky is gone Edited January 17, 2016 by maxlevelboi Quote Link to comment Share on other sites More sharing options...
laminutederire Posted January 17, 2016 Report Share Posted January 17, 2016 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? maxlevelboi 1 Quote Link to comment Share on other sites More sharing options...
tomm Posted January 17, 2016 Report Share Posted January 17, 2016 welcome to hint/skip nightmare(I'm just guessing) maxlevelboi 1 Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted January 17, 2016 Author Report Share Posted January 17, 2016 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!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 1 Quote Link to comment Share on other sites More sharing options...
laminutederire Posted January 17, 2016 Report Share Posted January 17, 2016 Yepp exact same!I have tried removing some hint blocks but I can remove all to see what happenesas tomm said it's probably a hint issue. Try to rebuild those in that area to see if it is better? Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted January 17, 2016 Author Report Share Posted January 17, 2016 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 : -) laminutederire 1 Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted January 17, 2016 Author Report Share Posted January 17, 2016 I have removed all hint and skip and it still persists : / Quote Link to comment Share on other sites More sharing options...
hgn Posted January 18, 2016 Report Share Posted January 18, 2016 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. maxlevelboi 1 Quote Link to comment Share on other sites More sharing options...
laminutederire Posted January 18, 2016 Report Share Posted January 18, 2016 Usually there are warnings when compiling, do you have any? maxlevelboi 1 Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted January 18, 2016 Author Report Share Posted January 18, 2016 Compile log incoming as soon as possible and I will try the Load Portal File : -)! Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted January 18, 2016 Author Report Share Posted January 18, 2016 Ran without vis and it is for sure visleafs that are at fault! Quote Link to comment Share on other sites More sharing options...
Squad Posted January 18, 2016 Report Share Posted January 18, 2016 Can you post the compile log? Also, are you using (horizontal) areaportals in your map? Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted January 19, 2016 Author Report Share Posted January 19, 2016 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_m249para/m249.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_revolver/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 Global Offensive\csgo\materialsLoading C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.vmfMap revision 6304Can't find surfaceprop panel for material METAL/PRODVENTA, using defaultCan't find surfaceprop stone for material DE_CBBLE/SANDSTONE_WALL_01, using defaultPatching WVT material: maps/de_aqueduct/de_mirage/plaster/de_mirage_plaster_salmon1_blend_wvt_patchPatching WVT material: maps/de_aqueduct/de_mirage/ground/de_mirage_ground_tilec_blend_diffuse _wvt_patchPatching WVT material: maps/de_aqueduct/de_nuke/nukblenddirtgrass_wvt_patchPatching WVT material: maps/de_aqueduct/concrete/blend_blacktopsand_01_wvt_patchPatching WVT material: maps/de_aqueduct/de_mirage/plaster/de_mirage_plaster_blue1_blend_wvt_patchPatching WVT material: maps/de_aqueduct/de_mirage/ground/de_mirage_ground_tileh_blend2_diffuse_wvt_patchPatching WVT material: maps/de_aqueduct/de_mirage/base/de_mirage_top_ver1_blend_wvt_patchfixing 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 visibility clusters...done (0)Finding displacement neighbors...Finding lightmap sample positions...Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10Building Physics collision data...done (1) (2824064 bytes)Placing detail props : 0...1...2...3...4...5...6...7...8...9...10Compacting texture/material tables...Reduced 12300 texinfos to 8673Reduced 511 texdatas to 466 (16836 bytes to 15415)Writing C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.bsp12 seconds elapsedCDynamicFunction: Closing library 'Kernel32.dll' (779F0000)-------------------------------------------------------------------------------Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin"--------------------------------------------------------------------------------------------------------------------------------------------------------------Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\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': 77ECBEC0Valve Software - vvis.exe (Dec 17 2015)fastvis = true4 threadsreading c:\users\stmafo1\google drive\de_benq\de_aqueduct.bspreading c:\users\stmafo1\google drive\de_benq\de_aqueduct.prt2549 portalclusters8395 numportalsBasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)Optimized: 308495 visible clusters (0.00%)Total clusters visible: 5093328Average clusters visible: 1998Building PAS...Average clusters audible: 2539visdatasize:1573731 compressed from 1631360writing c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp3 seconds elapsedCDynamicFunction: Closing library 'Kernel32.dll' (779F0000)-------------------------------------------------------------------------------Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin"--------------------------------------------------------------------------------------------------------------------------------------------------------------Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" -noextra "C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct"-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (779F0000)CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77ECBEC0Valve Software - vrad.exe SSE (Dec 17 2015) Valve Radiosity Simulator4 threads[Reading texlights from 'lights.rad'][2 texlights parsed from 'lights.rad']Loading c:\users\stmafo1\google drive\de_benq\de_aqueduct.bspSetting up ray-trace acceleration structure... Done (5.11 seconds)22491 faces8 degenerate faces1044030 square feet [150340336.00 square inches]45 Displacements16038 Square Feet [2309514.75 Square Inches]22483 patches before subdivision153037 patches after subdivisionsun extent from map=0.08715621 direct lightsBuildFacelights: 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 3863transfer lists: 334.3 megsGatherLight: 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 Done0 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...doneReady to FinishObject 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 = 4Total triangle count: 63959Writing c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp3 minutes, 52 seconds elapsedCDynamicFunction: 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\csgo\maps\de_aqueduct.bsp"-------------------------------------------------------------------------------Finished. 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ElectroSheep Posted January 19, 2016 Report Share Posted January 19, 2016 (edited) 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 : Also 90% brushes, that's a huge map !! Edited January 19, 2016 by 3Dnj maxlevelboi and Vaya 2 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted January 19, 2016 Report Share Posted January 19, 2016 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 1 Quote Link to comment Share on other sites More sharing options...
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