- Aug 10, 2009
- 1,240
- 399
Alright, I don't know what my oh-so-mischievous version of Hammer is up to this time, but I have reason to believe its completely nuts.
So here's the story: It all starts with me wondering why my water does not render. So, I copy my compile log and stick it into the interlopers.net compile log checker, which says my map has sprung a leak. So, naturally, I begin a massive scavenger hunt of all the possible leaks in my map, to which there were a few (mostly the most ridiculous leaks I have ever seen, ever) because I had optimized the skybox, so it wasn't a giant box surrounding my map. After no luck following any corrections I could ever find (I was literally clicking everything outside of the skybox to see if it was a func_detail or a displacement that wasn't covered) and re-checking to see if the skybox fit (I deleted all the skybox and re-optimized it), all the while checking my map with the compile log checker.
Finally, I gave up, which gave me an idea: surround the map in box-skyboxes where the leaks could be (a box would be like a bubble around a certain section of the map) and steadily delete them, checking every time I deleted one, to see if a leak appeared, hence being somewhere within the area the box occupied. Long story short, it seemingly didn't work.
Ridiculously frustrated and confused, I again surrounded the entire map in a box-skybox, shamelessly disregarding my carefully optimized skybox still remaining there (pretty much a double seal, one optimized, and then a giant, ugly hollowed-out box textured skybox on all sides). After the entire map was completely covered by the skybox, I ran another compile test, with only the bsp in the map, to minimize the compile time.
Guess what it said. I had a leak.
So if you want to skip all the above here is the simple point: My map is completely surrounded with skybox, and it (the compile checker) still says I have a leak.
Here's the log:
And here are some pics:
So here's the story: It all starts with me wondering why my water does not render. So, I copy my compile log and stick it into the interlopers.net compile log checker, which says my map has sprung a leak. So, naturally, I begin a massive scavenger hunt of all the possible leaks in my map, to which there were a few (mostly the most ridiculous leaks I have ever seen, ever) because I had optimized the skybox, so it wasn't a giant box surrounding my map. After no luck following any corrections I could ever find (I was literally clicking everything outside of the skybox to see if it was a func_detail or a displacement that wasn't covered) and re-checking to see if the skybox fit (I deleted all the skybox and re-optimized it), all the while checking my map with the compile log checker.
Finally, I gave up, which gave me an idea: surround the map in box-skyboxes where the leaks could be (a box would be like a bubble around a certain section of the map) and steadily delete them, checking every time I deleted one, to see if a leak appeared, hence being somewhere within the area the box occupied. Long story short, it seemingly didn't work.
Ridiculously frustrated and confused, I again surrounded the entire map in a box-skybox, shamelessly disregarding my carefully optimized skybox still remaining there (pretty much a double seal, one optimized, and then a giant, ugly hollowed-out box textured skybox on all sides). After the entire map was completely covered by the skybox, I ran another compile test, with only the bsp in the map, to minimize the compile time.
Guess what it said. I had a leak.
So if you want to skip all the above here is the simple point: My map is completely surrounded with skybox, and it (the compile checker) still says I have a leak.
Here's the log:
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9.vmf
Patching WVT material: maps/ctf_swamp_contestantu9/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_swamp_contestantu9/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 (1)
**** 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_night_03 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_03 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_03 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) (252707 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 931 texinfos to 685
Reduced 49 texdatas to 44 (1231 bytes to 1058)
Writing C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.bsp
reading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.51 seconds)
5951 faces
2 degenerate faces
3284558 square feet [472976448.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0402 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (33)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 693/8192 8316/98304 ( 8.5%)
brushsides 4427/65536 35416/524288 ( 6.8%)
planes 1534/65536 30680/1310720 ( 2.3%)
vertexes 7882/65536 94584/786432 (12.0%)
nodes 3742/65536 119744/2097152 ( 5.7%)
texinfos 685/12288 49320/884736 ( 5.6%)
texdata 44/2048 1408/65536 ( 2.1%)
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 5951/65536 333256/3670016 ( 9.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2648/65536 148288/3670016 ( 4.0%)
leaves 3744/65536 119808/2097152 ( 5.7%)
leaffaces 7030/65536 14060/131072 (10.7%)
leafbrushes 2042/65536 4084/131072 ( 3.1%)
areas 1/256 8/2048 ( 0.4%)
surfedges 39028/512000 156112/2048000 ( 7.6%)
edges 21288/256000 85152/1024000 ( 8.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 599/32768 5990/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9399/65536 18798/131072 (14.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2264748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 342/393216 ( 0.1%)
LDR ambient table 3744/65536 14976/262144 ( 5.7%)
HDR ambient table 3744/65536 14976/262144 ( 5.7%)
LDR leaf ambient 2136/65536 59808/1835008 ( 3.3%)
HDR leaf ambient 3744/65536 104832/1835008 ( 5.7%)
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] 1465/0 ( 0.0%)
physics [variable] 252707/4194304 ( 6.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 16549
Writing c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.bsp
39 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9.bsp" "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf\maps\ctf_Swamp_contestantU9.bsp"
And here are some pics:
Last edited: