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maxlevelboi

[Source] Need help with strange leak

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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!)

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?

obgvJsC.jpg?1

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

 

Edited by maxlevelboi

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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

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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.

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 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.

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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 :

4jvmme.jpg

 

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

Edited by 3Dnj

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