func_door leak. water does not render correctly.

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Ewok

L1: Registered
Jun 21, 2008
12
1
** Executing...
** Command: "c:\program files\steam\steamapps\mormur\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mormur\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\mormur\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_door (-1651.00 1372.00 118.99) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 -2048.0 1368.0)
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 (1024.0 -1808.0 1368.0)
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 (1024.0 -1312.0 1368.0)
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 (1024.0 -1040.0 88.5)
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 (1024.0 -1040.0 1471.5)
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 (512.0 -1024.0 1471.0)
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 (512.0 -1024.0 125.0)
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 (10.0 -1024.0 53.0)
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_day01_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_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (41065 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 264 texinfos to 210
Reduced 18 texdatas to 16 (500 bytes to 381)
Writing C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mormur\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mormur\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.bsp
reading c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.prt


** Executing...
** Command: "c:\program files\steam\steamapps\mormur\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\mormur\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
 

Ewok

L1: Registered
Jun 21, 2008
12
1
Loading c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.42 seconds)
1173 faces
643485 square feet [92661840.00 square inches]
42 Displacements
244110 Square Feet [35151916.00 Square Inches]
sun extent from map=0.000000
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0133 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 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 104/8192 1248/98304 ( 1.3%)
brushsides 662/65536 5296/524288 ( 1.0%)
planes 644/65536 12880/1310720 ( 1.0%)
vertexes 1613/65536 19356/786432 ( 2.5%)
nodes 770/65536 24640/2097152 ( 1.2%)
texinfos 210/12288 15120/884736 ( 1.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 42/0 7392/0 ( 0.0%)
disp_verts 3066/0 61320/0 ( 0.0%)
disp_tris 4800/0 9600/0 ( 0.0%)
disp_lmsamples 217232/0 217232/0 ( 0.0%)
faces 1173/65536 65688/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 550/65536 30800/3670016 ( 0.8%)
leaves 784/65536 25088/2097152 ( 1.2%)
leaffaces 1285/65536 2570/131072 ( 2.0%)
leafbrushes 277/65536 554/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7667/512000 30668/2048000 ( 1.5%)
edges 4020/256000 16080/1024000 ( 1.6%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 89/32768 890/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1407/65536 2814/131072 ( 2.1%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1248292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 29226/393216 ( 7.4%)
LDR ambient table 784/65536 3136/262144 ( 1.2%)
HDR ambient table 784/65536 3136/262144 ( 1.2%)
LDR leaf ambient 5385/65536 150780/1835008 ( 8.2%)
HDR leaf ambient 784/65536 21952/1835008 ( 1.2%)
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] 1/1320 ( 0.1%)
pakfile [variable] 845946/0 ( 0.0%)
physics [variable] 41065/4194304 ( 1.0%)
physics terrain [variable] 4762/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 3125
Writing c:\program files\steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mormur\sourcesdk_content\tf\mapsrc\cp_ewokinvasion.bsp" "c:\program files\steam\steamapps\mormur\team fortress 2\tf\maps\cp_ewokinvasion.bsp"



this can be deleted after DrPepper helps me find out why this func_door wont work
 

Ewok

L1: Registered
Jun 21, 2008
12
1
i tried fixing it 3 times already but it didnt seem to work, so pepper asked me to post the vmf, which im going to do
 

drp

aa
Oct 25, 2007
2,273
2,628
right off the bat. i can see you have very obvious and large leaks.

a leak is where a map isnt enclosed all the way. you can NOT have holes in your map that lead to the outside.
 
Last edited:

Ewok

L1: Registered
Jun 21, 2008
12
1
ive done that, and worked on what it said was leaked but nothing fixed it, anyways i think its all sorted out now
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
I should point out that a common mistake is thinking the entity being pointed at is causing the problem. The entity is just a point of reference, the actual leak is going to be at a part of the brush.
 

Ewok

L1: Registered
Jun 21, 2008
12
1
ok so i got that fixed, but now characters spawn outside the map, even though the entites are inside the spawn room and yes they are off the ground