Hammer saying there is a leak, pointfile pointing to nothing, help!!

DominicHax

L1: Registered
Nov 13, 2010
3
0
Okay so, I have been using a cordon box around the map till now, I checked pointfiles and i remember last time i tried doing this and was actually not compiling due to leaks and stuff, there is a lot of weird stuff going on in my map, things like point files not pointing at the right things, apparentley a area portal not finding a portal or something.

So here are the pictures,

In the top image you see a point file i loaded from a previous version of the map, I checked my grids and the 3d view, it starts from the void and right when it touches the brush it stops there, I found a hat in side the brush and i moved it back up to my table, then i recompiled, now in the second picture the red line starts from the hat and goes up to the cubemap and just stops there, yes i checked the whole room no other red lines..

leakz.png


Now for image 2 which makes even less sense then the first


In the top image I show you how long the line is, for 5 - 10 minutes i went around the whole line checked around form the top and to the bottom to the middle nothing. Then in the second picture I went in front of it and to my surprise it was just floating pointing from one spot to another spot floating in the void, clueless on how to fix it.

leak2.png


I used the error checker and it told me i had a leak i went to the leak and it took me to where the second pictures leak is at.
Code:
entity prop_dynamic (-987.00 593.00 -27.00) leaked!

Description:
You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).

Then i scrolled down and saw this error

Code:
indportalside: couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 -367.0)

Description:
This error is usually followed by something like this:

Leaf 0 contents:(may vary)
Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
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: [none or more brushnumbers]

Usually, this error is caused by a leak, so fix it if it is.
If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

I went to the co-ordinates and it took me to a random spot into the void, behind me was a room and i checked around and i didn't see any leaks.

So please you guys help me out here, I really need to fix this up so i can get V6 of my map out

Thanks in advance to all who read or try to help.

Edit: I removed the hats on the table which got rid of one red line, there still is that existing line that points to nothing and is very long, i compiled, So i have to fix this now because now this is happening without cordon box..

trademannconomyvleak000.jpg
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
One thing that can cause "leaks that start from nowhere" is when the "origin" point for a brush entity has shifted.

Turn on :helpers: , any whatever entities you have selected will show their origin point as a blue dot (3D view) or a hollow small white circle (2D view). You can try selecting-all and using center origins on them.
 
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DominicHax

L1: Registered
Nov 13, 2010
3
0
One thing that can cause "leaks that start from nowhere" is when the "origin" point for a brush entity has shifted.

Turn on :helpers:, any whatever entities you have selected will show their origin point as a blue dot (3D view) or a hollow small white circle (2D view). You can try selecting-all and using center origins on them.

Thanks for the tip I will always try that from now on when I have a leak, but unfortunately it didn't work, thanks for trying though.
 

zero_rogue

L1: Registered
Sep 15, 2009
38
36
I would, like terr, suggest looking for a prop_dynamic with origins at that point. I've seen that error many times and every time is been this. many larger valve props do have odd origins...

if all else fails extend an nearby brush around the leaked area. that should stop the leak. this is also a handy way of fixing the problem w/o moving the object. (although it may cause the model to turn black in game. then again then you would know what's doing it. ^_^)