HELP! Phantom leak, possible file corruption.

Misfortune.gb

L1: Registered
Sep 12, 2021
1
0
Hello and thank you for reading my post.

Recetly I've been working on a tf2 map that I'm very proud of. Today I started bumping into this weird error that messes up everything. This happened right when I tried to add water to one area of the map. Lights don't work, some brushes dissapear and the water doesn't even appear for some reason.

9DQLPrf.png

1j305R1.png


ZATuRQc.png


The first thing that came to my mind was "leak". The error listing quickly confirmed this.

(Here is the compile log)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ddd.vmf"

Valve Software - vbsp.exe (Jun 18 2021)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ddd.vmf
Patching WVT material: maps/ddd/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ddd/nature/blendrockground001_wvt_patch
Patching WVT material: maps/ddd/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-1038.28 -4016.97 -12.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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 (0) (63247 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 157 texinfos to 102
Reduced 24 texdatas to 20 (619 bytes to 510)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ddd.bsp
Wrote ZIP buffer, estimated size 1917, actual size 1435
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ddd"

Valve Software - vvis.exe (Jun 18 2021)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ddd.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ddd.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ddd.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ddd"

Valve Software - vrad.exe SSE (Jun 18 2021)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ddd.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.67 seconds)
2007 faces
1288988 square feet [185614336.00 square inches]
136 Displacements
78366 Square Feet [11284761.00 Square Inches]
sun extent from map=0.008727
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0209 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 174/8192 2088/98304 ( 2.1%)
brushsides 1258/65536 10064/524288 ( 1.9%)
planes 912/65536 18240/1310720 ( 1.4%)
vertexes 3037/65536 36444/786432 ( 4.6%)
nodes 1376/65536 44032/2097152 ( 2.1%)
texinfos 102/12288 7344/884736 ( 0.8%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 136/0 23936/0 ( 0.0%)
disp_verts 11016/0 220320/0 ( 0.0%)
disp_tris 17408/0 34816/0 ( 0.0%)
disp_lmsamples 212960/0 212960/0 ( 0.0%)
faces 2007/65536 112392/3670016 ( 3.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 800/65536 44800/3670016 ( 1.2%)
leaves 1381/65536 44192/2097152 ( 2.1%)
leaffaces 2044/65536 4088/131072 ( 3.1%)
leafbrushes 593/65536 1186/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12323/512000 49292/2048000 ( 2.4%)
edges 6795/256000 27180/1024000 ( 2.7%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 141/32768 1410/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1983/65536 3966/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 27/512 9504/180224 ( 5.3%)
LDR lightdata [variable] 2517720/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 25811/393216 ( 6.6%)
LDR ambient table 1381/65536 5524/262144 ( 2.1%)
HDR ambient table 1381/65536 5524/262144 ( 2.1%)
LDR leaf ambient 10865/65536 304220/1835008 (16.6%)
HDR leaf ambient 1381/65536 38668/1835008 ( 2.1%)
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] 1/8026 ( 0.0%)
pakfile [variable] 1435/0 ( 0.0%)
physics [variable] 63247/4194304 ( 1.5%)
physics terrain [variable] 42224/1048576 ( 4.0%)

Level flags = 0

Total triangle count: 5128
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ddd.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ddd.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ddd.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -novid +map "ddd" -steam

However, no matter how many times I checked, I cannot find the reason. Even weirder is that the pointfile created marks a path that goes right through the brushes. I am certain that the map is sealed and yet it still points towards the void.

EOMqZhD.png


I tried copying the whole map to a different file and while it worked out for the first 5 compiles, it broke again.

I don't know what to do and I fear I'll have to start all over again.

Does anyone have an answer? If anyone has any advice, I'll gladly take it, I just want to continue working as soon as possible.