Thanks for the help everyone. I've managed to close off the leaks but now I'm
confused about brush #7840 causing problems.
The brush in question is a very large "NoDraw" brush. I tried deleting it and compiling but then it said "Too many light styles" on about 50 brushes. I definitely need NoDraw where brush #7840 is, but it seems like I'm damned if I do, damned if I don't.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.vmf"
Valve Software - vbsp.exe (Apr 28 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.vmf
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgrass_canyon_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockground007_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockgroundwall001_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockground005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7326.2 794.6 7904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7326.2 828.7 7936.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0 970.0 7904.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0 902.0 7904.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7499.4 773.9 7904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7499.4 773.9 8416.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7326.2 794.6 7904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0 970.0 7904.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.prt...Building visibility clusters...
done (1)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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...
done (5) (1551940 bytes)
Static prop models/props_combine/weaponstripper.mdl outside the map (-7680.00, 664.00, 7938.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9279 texinfos to 5305
Reduced 334 texdatas to 288 (15205 bytes to 13164)
Writing C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
19 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit"
Valve Software - vvis.exe (Apr 28 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
reading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.prt
3604 portalclusters
10724 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (119)
Optimized: 1583 visible clusters (0.00%)
Total clusters visible: 470388
Average clusters visible: 130
Building PAS...
Average clusters audible: 303
visdatasize:398315 compressed from 3286848
writing c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
2 minutes, 4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit"
Valve Software - vrad.exe SSE (Apr 28 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
Setting up ray-trace acceleration structure... Done (3.90 seconds)
19995 faces
8100936 square feet [1166534912.00 square inches]
359 Displacements
640695 Square Feet [92260208.00 Square Inches]
19995 patches before subdivision
zero area child patch
412271 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
311 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (141)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (75)
transfers 50467444, max 764
transfer lists: 385.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(1067754, 733505, 585202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(235887, 139061, 107850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #3 added RGB(58860, 29505, 22468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(16028, 7111, 5419)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(4566, 1790, 1396)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(1376, 486, 411)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(438, 138, 139)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(151, 42, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(56, 14, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(23, 5, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #11 added RGB(10, 2, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(5, 1, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(2, 0, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #16 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #18 added RGB(0, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.3049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
13 of 13 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (122)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 581/1024 27888/49152 (56.7%)
brushes 3724/8192 44688/98304 (45.5%)
brushsides 31526/65536 252208/524288 (48.1%)
planes 24822/65536 496440/1310720 (37.9%)
vertexes 30528/65536 366336/786432 (46.6%)
nodes 12394/65536 396608/2097152 (18.9%)
texinfos 5305/12288 381960/884736 (43.2%)
texdata 288/2048 9216/65536 (14.1%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 13455/0 269100/0 ( 0.0%)
disp_tris 19168/0 38336/0 ( 0.0%)
disp_lmsamples 1541676/0 1541676/0 ( 0.0%)
faces 19995/65536 1119720/3670016 (30.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11090/65536 621040/3670016 (16.9%)
leaves 12976/65536 415232/2097152 (19.8%)
leaffaces 22659/65536 45318/131072 (34.6%)
leafbrushes 8202/65536 16404/131072 (12.5%)
areas 7/256 56/2048 ( 2.7%)
surfedges 135934/512000 543736/2048000 (26.5%)
edges 78458/256000 313832/1024000 (30.6%)
LDR worldlights 306/8192 26928/720896 ( 3.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 1309/32768 13090/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22377/65536 44754/131072 (34.1%)
cubemapsamples 32/1024 512/16384 ( 3.1%)
overlays 84/512 29568/180224 (16.4%)
LDR lightdata [variable] 27819684/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 398315/16777216 ( 2.4%)
entdata [variable] 411112/393216 (104.6%) VERY FULL!
LDR ambient table 12976/65536 51904/262144 (19.8%)
HDR ambient table 12976/65536 51904/262144 (19.8%)
LDR leaf ambient 40751/65536 1141028/1835008 (62.2%)
HDR leaf ambient 12976/65536 363328/1835008 (19.8%)
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] 1/186520 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/22870 ( 0.0%)
pakfile [variable] 3563067/0 ( 0.0%)
physics [variable] 1551940/4194304 (37.0%)
physics terrain [variable] 72439/1048576 ( 6.9%)
Level flags = 0
Total triangle count: 51113
Writing c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
7 minutes, 0 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp" "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\maps\jump_hobo2_edit.bsp"