Leaking Through Walls

  • If you're asking a question make sure to set the thread type to be a question!

FissionMetroid101

L2: Junior Member
Jan 27, 2010
65
118
Ok, this is fairly rediculous.
leaky.png


I never touched that wall. I never even altered the barrels. What's going on?
 
Nov 14, 2009
1,257
378
Are you sure that that wall is not a func_detail?

Anyways, if all else fails, just rebuild the wall.
 

FissionMetroid101

L2: Junior Member
Jan 27, 2010
65
118
I've checked, it's a func_detail. The strange thing is that I've compiled this map MANY times before without any leaks. This just suddenly started.
 
Last edited:

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
Are you sure that wall isn't a func_detail? I see from the picture,you have a few around there, maybe it got added as part of one of them accidentally.

EDIT: Bloody ninjars!
 

FissionMetroid101

L2: Junior Member
Jan 27, 2010
65
118
I changed the original map name to <MAP>. You know, to keep it secret.
Code:
** Executing...
** Command: "d:\program files\steam\steamapps\fissionmetroid101\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\fissionmetroid101\team fortress 2\tf" "D:\Program Files\Steam\SteamApps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: d:\program files\steam\steamapps\fissionmetroid101\team fortress 2\tf\materials
Loading D:\Program Files\Steam\SteamApps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/<MAP>/fm101_custom/blendmetaltosnow_wvt_patch
Patching WVT material: maps/<MAP>/nature/blendgrasstosnow001_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 ****
Entity prop_static (-1476.00 288.00 -16.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5380.0 2048.0 -1233.4)
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 (5829.0 2048.0 -1233.4)
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 (5183.0 2048.0 -1233.4)
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 (5251.0 2048.0 7.1)
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 (5183.0 2048.0 7.1)
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 (5380.0 2048.0 7.1)
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 (5509.0 2048.0 7.1)
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 (5829.0 2048.0 7.1)
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 994 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_02 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_02 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_02 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_02 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 (1) (785412 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4015 texinfos to 2439
Reduced 162 texdatas to 147 (6638 bytes to 6123)
Writing D:\Program Files\Steam\SteamApps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.bsp
12 seconds elapsed
  -1.625600 2.336800 0.000000
  -1.625600 2.946400 0.000000
  0.000000 3.149600 0.000000
  -1.625600 3.149600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -1.625600 2.336800 0.000000
  -1.625600 2.946400 0.000000
  0.000000 3.149600 0.000000
  -1.625600 3.149600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.168400 -11.582434 0.000000
  2.438400 -10.109237 0.000000
  2.438400 -11.582434 0.000000
  -2.641600 -11.582434 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.168400 -11.582434 0.000000
  2.438400 -10.109237 0.000000
  2.438400 -11.582434 0.000000
  -2.641600 -11.582434 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.168400 -5.537199 0.000000
  2.438400 -4.064000 0.000000
  2.438400 -5.537199 0.000000
  -2.641600 -5.537199 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.168400 -5.537199 0.000000
  2.438400 -4.064000 0.000000
  2.438400 -5.537199 0.000000
  -2.641600 -5.537199 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -1.625600 2.336800 0.000000
  -1.625600 3.149600 0.000000
  0.000000 3.149600 0.000000
  -1.625600 2.946400 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -1.625600 2.336800 0.000000
  -1.625600 3.149600 0.000000
  0.000000 3.149600 0.000000
  -1.625600 2.946400 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "d:\program files\steam\steamapps\fissionmetroid101\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\fissionmetroid101\team fortress 2\tf" "D:\Program Files\Steam\SteamApps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading d:\program files\steam\steamapps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.bsp
reading d:\program files\steam\steamapps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.prt
LoadPortals: couldn't read d:\program files\steam\steamapps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.prt


** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\SteamApps\fissionmetroid101\sourcesdk_content\tf\mapsrc\<MAP>.bsp" "d:\program files\steam\steamapps\fissionmetroid101\team fortress 2\tf\maps\<MAP>.bsp"


** Executing...
** Command: d:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "d:\program files\steam\steamapps\fissionmetroid101\team fortress 2\tf"  +map "<MAP>"
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
Entity prop_static (-1476.00 288.00 -16.00) leaked!

There's your problem. That prop is leaking, the one with the pointfile.

Also, did you state that that wall is a func_detail? Cuz then it'll leak. I don't know why it wouldn't have leaked before, but it's leaking now. Right-click -> Move to world.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Have you gone to visgroups and unchecked props and func_details? Makes a lot easier to track down leakage.

Kep
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Really guys? He said it was a func_detail.
 
Mar 23, 2010
1,872
1,696
you might have an origin moved out of the skybox i think. select the entire map and see if theres a little white circle outside of the map and move it back in......

im not sure if that could be it at all :O
 

FissionMetroid101

L2: Junior Member
Jan 27, 2010
65
118
you might have an origin moved out of the skybox i think. select the entire map and see if theres a little white circle outside of the map and move it back in......

im not sure if that could be it at all :O

Couldn't find anything..... The last thing I did before this happened was make a 3D skybox area. A small one, but I made it by making a cube then hollowing it out.
 
Nov 14, 2009
1,257
378
OK, since this thread has gone on a bit too long:

He said that it was a func_detail. Func_details do NOT block leaks. Select the "brush", and hit "move to world" (next to the entities browser).

Then try compiling, if it works, then your good.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Why is that brush considered toolsinvisible?