koth_power_feud a1

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Twist.vmf

L420: High Member
Jul 29, 2016
439
208
Judging by the wonky lighting in places, it looks like that map has a leak. Next time you compile it, look for '**** leaked ****' errors
could you specify where the lighting is?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,844
If you see pitch black shadows in ceilings/corners you probably have a leak
But you need to check every time anyway
Go to map>loadpointfile after compiling, press yes and a red line will appear
Follow it to your leak and patch it up
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
If you see pitch black shadows in ceilings/corners you probably have a leak
But you need to check every time anyway
Go to map>loadpointfile after compiling, press yes and a red line will appear
Follow it to your leak and patch it up

nope! no leaks, that's just what it looks like!
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
** 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\koth_power_feud_a5.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
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\koth_power_feud_a5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity logic_auto (-729.14 -3328.82 -48.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4352.0 3072.0 -1032.0)
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 (4864.0 3072.0 504.0)
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 (4352.0 3072.0 2328.0)
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 (4864.0 3072.0 2192.0)
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 (4608.0 4096.0 648.0)
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 (5120.0 3584.0 648.0)
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 (3584.0 3072.0 -1032.0)
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 (3584.0 3072.0 2328.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 34 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (809980 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 335 texinfos to 225
Reduced 33 texdatas to 31 (740 bytes to 670)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_power_feud_a5.bsp
Wrote ZIP buffer, estimated size 473, actual size 393
3 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\koth_power_feud_a5"

Valve Software - vvis.exe (Jul 26 2016)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_power_feud_a5.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_power_feud_a5.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_power_feud_a5.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\koth_power_feud_a5"

Valve Software - vrad.exe SSE (Jul 26 2016)

Valve Radiosity Simulator
2 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\koth_power_feud_a5.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.68 seconds)
2801 faces
2776969 square feet [399883648.00 square inches]
12 Displacements
70868 Square Feet [10205038.00 Square Inches]
sun extent from map=0.000000
62 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22)
Build Patch/Sample Hash Table(s).....Done<0.0225 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 299/8192 3588/98304 ( 3.6%)
brushsides 1921/65536 15368/524288 ( 2.9%)
planes 894/65536 17880/1310720 ( 1.4%)
vertexes 4040/65536 48480/786432 ( 6.2%)
nodes 1700/65536 54400/2097152 ( 2.6%)
texinfos 225/12288 16200/884736 ( 1.8%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 80548/0 80548/0 ( 0.0%)
faces 2801/65536 156856/3670016 ( 4.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1109/65536 62104/3670016 ( 1.7%)
leaves 1719/65536 55008/2097152 ( 2.6%)
leaffaces 3332/65536 6664/131072 ( 5.1%)
leafbrushes 980/65536 1960/131072 ( 1.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 17630/512000 70520/2048000 ( 3.4%)
edges 9603/256000 38412/1024000 ( 3.8%)
LDR worldlights 62/8192 5456/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 275/32768 2750/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4080/65536 8160/131072 ( 6.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 13/512 4576/180224 ( 2.5%)
LDR lightdata [variable] 2001904/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 39701/393216 (10.1%)
LDR ambient table 1719/65536 6876/262144 ( 2.6%)
HDR ambient table 1719/65536 6876/262144 ( 2.6%)
LDR leaf ambient 10935/65536 306180/1835008 (16.7%)
HDR leaf ambient 1719/65536 48132/1835008 ( 2.6%)
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] 1/14732 ( 0.0%)
pakfile [variable] 393/0 ( 0.0%)
physics [variable] 809980/4194304 (19.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7572
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_power_feud_a5.bsp
35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_power_feud_a5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_power_feud_a5.bsp"
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
okay i can't find the leak! the entire map is in a big sky box box so it can't be that! now there are some game mode stuff outside of the box such as the rules and other logic stuff
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,844
Those entities outside the map are causing the leak. Point entities like that need to be sealed inside of the map always.
I also recommend never putting a map in a big box to prevent leaks. Construct you skybox like you would with normal walls. It helps with optimization, (increasing fps on the map) and is more professional.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
Those entities outside the map are causing the leak. Point entities like that need to be sealed inside of the map always.
I also recommend never putting a map in a big box to prevent leaks. Construct you skybox like you would with normal walls. It helps with optimization, (increasing fps on the map) and is more professional.
fixed it thanks for the help! :D