large chunks of my map won't load

tyler

aa
Sep 11, 2013
5,102
4,621
Wrong link.

In Hammer hit alt+p and look for invalid solids. Those will cause VBSP to crash, which will make your map use the last version of the BSP it had (but with new lighting). If you have none, upload your compile log to pastebin or similar and link it here, please.
 

willbanks

L1: Registered
Jul 6, 2015
34
0
Wrong link.

In Hammer hit alt+p and look for invalid solids. Those will cause VBSP to crash, which will make your map use the last version of the BSP it had (but with new lighting). If you have none, upload your compile log to pastebin or similar and link it here, please.

alt + p said no errors. here's 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\cp_tide_4.vmf"

Valve Software - vbsp.exe (Jul 2 2015)
2 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\cp_tide_4.vmf
Patching WVT material: maps/cp_tide_4/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 (-704.00 -3074.00 0.25) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1408.0 -136.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1408.0 680.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1920.0 272.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1536.0 272.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 2048.0 272.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 512.0 -136.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 512.0 680.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 512.0 272.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 48 detail faces...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) (137083 bytes)
Error! To use model "models/player/items/taunts/beer_crate/beer_crate.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/taunts/beer_crate/beer_crate.mdl"!
Error! To use model "models/props_2fort/chimney007.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_2fort/chimney007.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 48 texinfos to 37
Reduced 14 texdatas to 13 (381 bytes to 359)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.bsp
4 seconds 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\cp_tide_4"

Valve Software - vvis.exe (Jul 2 2015)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.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\cp_tide_4"

Valve Software - vrad.exe SSE (Jul 2 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.13 seconds)
3063 faces
1 degenerate faces
1359790 square feet [195809792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 411.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 411.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 439.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 439.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 439.000000 but _zero_percent_distance of 0.000000
59 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0455 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 355/8192 4260/98304 ( 4.3%)
brushsides 2150/65536 17200/524288 ( 3.3%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 4118/65536 49416/786432 ( 6.3%)
nodes 1183/65536 37856/2097152 ( 1.8%)
texinfos 37/12288 2664/884736 ( 0.3%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3063/65536 171528/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1157/65536 64792/3670016 ( 1.8%)
leaves 1191/65536 38112/2097152 ( 1.8%)
leaffaces 3916/65536 7832/131072 ( 6.0%)
leafbrushes 797/65536 1594/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18717/512000 74868/2048000 ( 3.7%)
edges 10452/256000 41808/1024000 ( 4.1%)
LDR worldlights 59/8192 5192/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 246/32768 2460/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4056/65536 8112/131072 ( 6.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6165084/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 137662/393216 (35.0%)
LDR ambient table 1191/65536 4764/262144 ( 1.8%)
HDR ambient table 1191/65536 4764/262144 ( 1.8%)
LDR leaf ambient 6709/65536 187852/1835008 (10.2%)
HDR leaf ambient 1191/65536 33348/1835008 ( 1.8%)
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] 1/27472 ( 0.0%)
pakfile [variable] 385/0 ( 0.0%)
physics [variable] 137083/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7981
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.bsp
22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_tide_4.bsp"
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
sometimes it helps to resize the skybox to fix leaks... rarely other issues causes leaks, but an improper skybox is a common cause. Delete it and rebind your map
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You probably made a func_detail out of the skybox the first time by accident. Or that fence had its origin inside the skybox brush; VBSP counts that as a leak as well.