Major Leak Problem

Kazagin

L3: Member
Aug 4, 2009
130
9
So I tried compiling my map about half an hour ago, and it didn't work.
I put my Compile Log on Interlopers, and it told me two things.
1.) I had a leak
2.) I had a displacement edge abutting multiple other edges
3.) I had vvis running in "fast" mode.

This isn't my final compile, mind you, so the vvis fast isn't a problem.
It said I could ignore the displacement thing because all it did was mess with the lighting, also saying that it can be ignored.
Which brings me to the leak...

When I was first told that my map had a leak, I immediately deleted my Skybox, and made a new, bigger one. I thought that doing so would fix the leak... I was mistaken.
Not much else can be said, I have a leak in a brand new Skybox. Nothing is outside of it, and it's new, so nothing could have punctured it.
I tried the "Load Pointfile" thing, but I can't find the Pointfile.

Interlopers says that this is due to me nothing having entities, yet I have eighteen (18) properly functioning Spawn Points.

Anyway, why don't I have a Pointfile? Is there a special kind of entity I need?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Leak can be because you have func_detail into space or your skybox brush is not touching all the brushes to create a nice seal.

I'm not doing anything so if you want, send it my say and ill see what the leak could be.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
Did you make a big skybox brush then hollow it out? (not a good idea)

That's is exactly what I did.
I thought that it was the correct way to make a Skybox. :unsure:
And Djive, I really appreciate the offer, but I don't know how to send maps to other people. How do I send a map to other people?
Also, if you don't mind, can you take a look over it and give me some advice on improving it?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
The best way to go about it is to think of the skybox texture as "super holographic ceiling and wall paint" and that everything is a series of rooms and tunnels underground.

...Comprising the set of "The Truman Show 2".
 
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Kazagin

L3: Member
Aug 4, 2009
130
9
Upon further investigation (retracing my steps though what I did since my last successful compile), I fixed the leak!
I was using a Nodraw box to act as a boundary between the playable area and little bits of playable, but unreachable areas.
I got rid of it and made the Skybox Brush hug the water brush (the biggest brush in the map) and now the leak is gone. :)

Unfortunately, I still can't compile.
I got an Error Message stating
"The command failed. Windows reported the error:
'The system cannot find the file specified.'"

That is what was happening when I first found out about the leak, and I thought that the leak was the problem.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Unfortunately, I still can't compile.
I got an Error Message stating
"The command failed. Windows reported the error:
'The system cannot find the file specified.'"

Make sure you don't have a space in the file name.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
I changed the map name to "Pancakes" (as a homage to Scout), and it still gives me the error.
I'm going to take a break for about half an hour, so I won't be responding until 9 PM EST.
EDIT: OK, I'm back.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
It will give the "can't find file" when it can't complete the first stage of the compile (bsp), meaning the file is not created. This is needed for the other two stages (vis and rad), so it gives you the error.

Also, if you made the skyboxes properly now (not just a hollowed out brush, now separate connecting wall skyboxes with a ceiling skybox) you will be able to get a pointfile - if there is a leak.
 
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Kazagin

L3: Member
Aug 4, 2009
130
9
The leak has been fixed, so I'm fine with that.
Why is it unable to complete the first stage of the compile?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I was using a Nodraw box to act as a boundary between the playable area and little bits of playable, but unreachable areas.

You may want to use the playerclip tools texture instead, which will prevent players from passing but will still allow rockets and grenades to sail over into the unreachable areas. It looks more realistic. (And I believe it won't cause extra visleaves.)

It's very seldom I've had to put a nodraw texture on something that players can directly "see", barring water volumes.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
Playerclip? I didn't know they had that kind of texture.
It'll make making the Raygun off-limits easier, too.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.vmf
Patching WVT material: maps/pancakes/nature/blendrockgroundwallforest_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 40 has bad geometry near 5744.44 -4589.08 -1793.64
Can't compile displacement physics, exiting. Texture is EGYPT/SAND_GRASS_BLEND_01


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.bsp
Error opening c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.bsp

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.bsp
Error opening c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Pancakes.bsp" "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\maps\Pancakes.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."


Here's my compile log.
I made two posts because I didn't what the comment to Terr to get lost in this giant heap of compile.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
BTW, this is a useful resource:
http://optimization.interlopers.net/index.php?chapter=notices

Has some pictures about how best to fit in the skybox.

Displacement 40 has bad geometry near 5744.44 -4589.08 -1793.64
Can't compile displacement physics, exiting. Texture is EGYPT/SAND_GRASS_BLEND_01
That's the problem. Fix that displacement. Hammer has a "go to coordinates" option in the dropdowns which will take you there, or (if displacement number is the same as brush number) use "Go to brush number..." instead.

The compile process is, by default, really simpleminded: VVIS relies on VBSP to lay groundwork, but it doesn't always know if VBSP failed. They just get run one-after-another. Every single one could print out "OMG I AM CRASHING" and the next one would still try to run as if nothing happaned.
 
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Kazagin

L3: Member
Aug 4, 2009
130
9
Seriously?
Interlopers mis-lead me... It said that I could ignore that...
Oh well, off to fix the ****storm I call displacements.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
You can ignore that skybox warning, but it looks like that displacement thing is the culprit to me...

Displacements aren't that bad, they're just tricky to figure out at first. (That particular guide helped me get the damn "Face Normal" option to work--I had assumed the direction change was automatic, but you need to alt-rightclick...)
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
found a displacement edge abutting multiple other edges

THAT is what you can ignore, three (or more) displacement edges touching won't make the compile crash.


bad geometry
Can't compile displacement physics, exiting.

while still about displacements, is something different. Odd the interlopers thing didn't pick it up but hey - the compile log gives a fairly good idea of what went wrong.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
That it does.
Now I just gotta make brushes that transition a river into an ocean...
Also, why are there weird one-sided squares showing up anywhere I change the edges of a brush using displacements?
How do I fix them?
(I can't fix one thing without breaking another, lol...)
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
uhh... the opposite side of a displacement will be invisible..
If you want to see it in hammer, press the DD button at the top, and it will show you the sides as nodraw