Dr.ParadoX Posted August 3, 2018 Report Posted August 3, 2018 I've got a leak in a map that compleatly sealed im 10000% sure of it. Even after boxing it in the leak still shows. I tried deleting the leaked entities but other things would leak instead. But the thing that is interesting is the fact that im able to compile and run the map which im guessing i shouldnt be able to do? Should I just ignore the leak? Because there is no reason for it to be there. My log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.vmf" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/awp_wintermaze_v0/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/awp_wintermaze_v0/ground/blendsnow_conc_wvt_patch Patching WVT material: maps/awp_wintermaze_v0/ground/blendsnow_asphault_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity func_breakable (2911.99 1633.03 1052.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1302 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/SnowyHills*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/SnowyHills*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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) (1241435 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3439 texinfos to 2033 Reduced 71 texdatas to 65 (1619 bytes to 1443) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.bsp Wrote ZIP buffer, estimated size 175807, actual size 174789 5 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0" Valve Software - vvis.exe (Jun 14 2017) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0" Valve Software - vrad.exe SSE (Jun 14 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.38 seconds) 18852 faces 15 degenerate faces 903861 square feet [130156000.00 square inches] 10 Displacements 653 Square Feet [94149.13 Square Inches] 66 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29) Build Patch/Sample Hash Table(s).....Done<0.0212 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) 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 (14) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 213/1024 10224/49152 (20.8%) brushes 2969/8192 35628/98304 (36.2%) brushsides 39214/65536 313712/524288 (59.8%) planes 40524/65536 810480/1310720 (61.8%) vertexes 28846/65536 346152/786432 (44.0%) nodes 8861/65536 283552/2097152 (13.5%) texinfos 2033/12288 146376/884736 (16.5%) texdata 65/2048 2080/65536 ( 3.2%) dispinfos 10/0 1760/0 ( 0.0%) disp_verts 810/0 16200/0 ( 0.0%) disp_tris 1280/0 2560/0 ( 0.0%) disp_lmsamples 2400/0 2400/0 ( 0.0%) faces 18852/65536 1055712/3670016 (28.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13365/65536 748440/3670016 (20.4%) leaves 9075/65536 290400/2097152 (13.8%) leaffaces 24633/65536 49266/131072 (37.6%) leafbrushes 6420/65536 12840/131072 ( 9.8%) areas 3/256 24/2048 ( 1.2%) surfedges 149315/512000 597260/2048000 (29.2%) edges 82452/256000 329808/1024000 (32.2%) LDR worldlights 66/8192 5808/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2388/32768 23880/327680 ( 7.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 40740/65536 81480/131072 (62.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2800512/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 163613/393216 (41.6%) LDR ambient table 9075/65536 36300/262144 (13.8%) HDR ambient table 9075/65536 36300/262144 (13.8%) LDR leaf ambient 28196/65536 789488/1835008 (43.0%) HDR leaf ambient 9075/65536 254100/1835008 (13.8%) 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] 1/13892 ( 0.0%) pakfile [variable] 174789/0 ( 0.0%) physics [variable] 1241435/4194304 (29.6%) physics terrain [variable] 1988/1048576 ( 0.2%) Level flags = 0 Total triangle count: 55821 Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp 56 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\awp_wintermaze_v0.bsp" Quote
Klems Posted August 4, 2018 Report Posted August 4, 2018 Your func_breakable is the cause of the leak. Leak doesn't have to be a hole in the map, if an entity's origin is outside the map then you'll have a leak. Pretty sure this is the case here. Select that breakable and look at the origin in the 2D views. Leaks should NEVER be ignored. Quote
Anduriel Posted August 4, 2018 Report Posted August 4, 2018 (edited) Also try Map -> Load Pointfile. It should draw a red line in 3D view from the leaked entity to the void. The point where the line exits your map is the source of your leak. Remember that some types of brushes are not valid as map boundaries. This includes dispalcements, water, func_detail brushes and brushes with a transparent texture on at least one face. Edited August 4, 2018 by Anduriel Quote
Dr.ParadoX Posted August 4, 2018 Author Report Posted August 4, 2018 I tried copying to new vmpf using map proporties but the hammer crashes every time. 10 hours ago, Klems said: Your func_breakable is the cause of the leak. Leak doesn't have to be a hole in the map, if an entity's origin is outside the map then you'll have a leak. Pretty sure this is the case here. Select that breakable and look at the origin in the 2D views. Leaks should NEVER be ignored. Entity origins are inside the map. I checked. 3 hours ago, Anduriel said: Also try Map -> Load Pointfile. It should draw a red line in 3D view from the leaked entity to the void. The point where the line exits your map is the source of your leak. Remember that some types of brushes are not valid as map boundaries. This includes dispalcements, water, func_detail brushes and brushes with a transparent texture on at least one face. I did use load pointfile. But am I to understand that i cannot use nodraw on the externals of map? Quote
Anduriel Posted August 5, 2018 Report Posted August 5, 2018 Sorry I didn't add it: nodraw isn't considered a transparent texture. So it's ok to use nodraw anywhere. What did the "Load Pointfile" show? Focus on the area where the red line exits your map. Quote
RaVaGe Posted August 5, 2018 Report Posted August 5, 2018 (edited) Problem with an origin, problem with your 1000% sure that your map is sealed, problem with the vmf. 1.Uncheck all your entities in your visgroup. 2.Compile in normal vvis pls. 3.??? 4.Profit. Edited August 5, 2018 by RaVaGe Quote
Dr.ParadoX Posted August 5, 2018 Author Report Posted August 5, 2018 I solved the problem by deleting all walls and floors, and replacing them with normal skybox from all sides without nodraw. Somehow worked. This was probably one of the most annoying errors I've had the misfortune of encountering Quote
Anduriel Posted August 5, 2018 Report Posted August 5, 2018 Did you use nodraw on brushes which already had the skybox texture? That's not allowed, skybox brushes need to have the "toolsskybox" texture on all faces. Quote
leplubodeslapin Posted August 5, 2018 Report Posted August 5, 2018 2 hours ago, Anduriel said: Did you use nodraw on brushes which already had the skybox texture? That's not allowed, skybox brushes need to have the "toolsskybox" texture on all faces. No. I literally always do the opposite and it always work. Sometimes it can be really small holes (less than 1 unit wide), sometimes it can be skybox brushes that are entities, sometimes it can be a texture used to seal the map that just has translucent properties (even if it's not using it), sometimes an entity origin can be outside of the map (as klems said) ... It can be plenty of things, the most annoying problems are when it's not related to you work but corrupt stuff in your vmf and for which you have to do what vaya said. Quote
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