black brushes on map and leak in a fully sealed off room

shakez

L1: Registered
Oct 2, 2017
25
1
hey, i have some problems:
1. some brushes appear black on the map ingame. they should have a texture, hammer shows everything fine
2. in one room there is a small gap which is causing a leak but in hammer that wall is fully connected to a ceiling

what is causing this and how can i fix this?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Make sure the brushes fully connect, even if it is by 1 HU, and that you havn't func_detailed a wall.
The brushes might be black because the origin has no lightsource, although not sure if I'm thinking of props
 

shakez

L1: Registered
Oct 2, 2017
25
1
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\sourcesdk_content\tf\mapsrc\jump_kek.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jump_kek/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jump_kek/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 trigger_hurt (208.00 -1344.00 5608.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 5120.0 10192.0)
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 (15360.0 4608.0 10192.0)
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 (13824.0 5120.0 10192.0)
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 (12800.0 5120.0 10192.0)
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 (15360.0 3584.0 10192.0)
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 (15360.0 2560.0 10192.0)
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 (11776.0 5120.0 10192.0)
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 (10752.0 5120.0 10192.0)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (11) (225803 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1002 texinfos to 510
Reduced 57 texdatas to 47 (1619 bytes to 1393)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.bsp
Wrote ZIP buffer, estimated size 533697, actual size 531205
11 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\sourcesdk_content\tf\mapsrc\jump_kek"

Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.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\sourcesdk_content\tf\mapsrc\jump_kek"

Valve Software - vrad.exe SSE (Jun 14 2017)

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\sourcesdk_content\tf\mapsrc\jump_kek.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.15 seconds)
5509 faces
66198224 square feet [9532544000.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
50 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0366 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 (20)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 82/1024 3936/49152 ( 8.0%)
brushes 534/8192 6408/98304 ( 6.5%)
brushsides 4134/65536 33072/524288 ( 6.3%)
planes 4334/65536 86680/1310720 ( 6.6%)
vertexes 8526/65536 102312/786432 (13.0%)
nodes 4946/65536 158272/2097152 ( 7.5%)
texinfos 510/12288 36720/884736 ( 4.2%)
texdata 47/2048 1504/65536 ( 2.3%)
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 5509/65536 308504/3670016 ( 8.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1743/65536 97608/3670016 ( 2.7%)
leaves 5029/65536 160928/2097152 ( 7.7%)
leaffaces 6156/65536 12312/131072 ( 9.4%)
leafbrushes 2101/65536 4202/131072 ( 3.2%)
areas 5/256 40/2048 ( 2.0%)
surfedges 31349/512000 125396/2048000 ( 6.1%)
edges 17021/256000 68084/1024000 ( 6.6%)
LDR worldlights 50/8192 4400/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 235/32768 2350/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3411/65536 6822/131072 ( 5.2%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 22/512 7744/180224 ( 4.3%)
LDR lightdata [variable] 5104152/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 32122/393216 ( 8.2%)
LDR ambient table 5029/65536 20116/262144 ( 7.7%)
HDR ambient table 5029/65536 20116/262144 ( 7.7%)
LDR leaf ambient 28185/65536 789180/1835008 (43.0%)
HDR leaf ambient 5029/65536 140812/1835008 ( 7.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 531205/0 ( 0.0%)
physics [variable] 225803/4194304 ( 5.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13216
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.bsp
36 seconds elapsed

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

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (208.00 -1344.00 5608.00) leaked!
Here's the problem
 

shakez

L1: Registered
Oct 2, 2017
25
1
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (208.00 -1344.00 5608.00) leaked!
Here's the problem
even if i remove that entity and compile it again i still have those problems
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
even if i remove that entity and compile it again i still have those problems
check every single wall and make sure it isn't a trigger you made accidentally
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
even if i remove that entity and compile it again i still have those problems

The problem isn't the entity, the problem is that your map has a leak in it. If you remove that entity, another one will just start leaking.

View: https://www.youtube.com/watch?v=AJ0a8JrIiDM

This video at about 4 minutes in explains leaks and shows you how to find where the leak is. The whole thing is good to know, though.
 

shakez

L1: Registered
Oct 2, 2017
25
1
The problem isn't the entity, the problem is that your map has a leak in it. If you remove that entity, another one will just start leaking.
well the entities only leak because they are a giant box around the map. but other maps have this as well and there are no problems
 

shakez

L1: Registered
Oct 2, 2017
25
1
Because their origin points are inside the map. You can move this if you select it with helpers :helpers: turned on. They are causing a leak and the leak is causing problems.
i think that fixed it, ty
 
Mar 23, 2013
1,013
347
they are a giant box around the map

Are you making a giant skybox-box around your map to prevent leaks? That's a pretty unoptimzied idea and will give you plenty of problems later like long compile times, big filesize and eventuall framerate issues. Seal your map properly and dont make a giant box around it.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Are you making a giant skybox-box around your map to prevent leaks? That's a pretty unoptimzied idea and will give you plenty of problems later like long compile times, big filesize and eventuall framerate issues. Seal your map properly and dont make a giant box around it.
I find the cordon is great at first, and once you have the layout decided, then you should move on to a good skybox that wraps the map
 

shakez

L1: Registered
Oct 2, 2017
25
1
Are you making a giant skybox-box around your map to prevent leaks? That's a pretty unoptimzied idea and will give you plenty of problems later like long compile times, big filesize and eventuall framerate issues. Seal your map properly and dont make a giant box around it.
no, i have a trigger_hurt and func_regenerate covering everything, im making a jump map
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I find the cordon is great at first, and once you have the layout decided, then you should move on to a good skybox that wraps the map

It's much easier to just seal as you go instead of finding problems later.

Also, they aren't talking about the box skybox method at all anyway.