Pointfile leading to nothing

Muffin7

L1: Registered
Oct 28, 2012
10
3
Hey everyone, hammer seems to be telling me that there's a leak in my map when the pointfile line doesn't seem to be pointing to anything. Here's a pic that pretty clearly shows that the line isn't touching anything:
1mRRb


It also dawned on me that it might be an entity's origin that's outside of the map boundaries, but I selected everything (by clicking Map Properties), and there aren't any blue dots anywhere near the line:
1mRUd


I've never had a problem like this, so I'm completely lost.. any ideas? :huh:
 

tyler

aa
Sep 11, 2013
5,102
4,621
Is it the origin of a prop?

It also looks like everything is floating in the void; if not, why is your map cut into separate chunks?
 

Muffin7

L1: Registered
Oct 28, 2012
10
3
It's a jump map, meaning that each "jump" (or level) is in its own separate "room" by itself (i.e. it's supposed to be like that). Also, surprisingly, I haven't used one prop yet.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Do you have point entities in the map and enabled? Without them, phantom leaks can and will appear.
 

xzzy

aa
Jan 30, 2010
815
531
Those purple balls tells me you have func_brushes in your map, which will cause leaks if they're not sealed.
 

Muffin7

L1: Registered
Oct 28, 2012
10
3
Do you have point entities in the map and enabled? Without them, phantom leaks can and will appear.

Not 100% sure if I know what you mean by enabled, but I have a few logic_relays and a logic_auto running a server command at the start of the map, as well as a few lights.


Those purple balls tells me you have func_brushes in your map, which will cause leaks if they're not sealed.

Those are actually trigger_teleports, and wouldn't the line go through the func_brush/trigger_teleport if they're not sealed anyway?
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Unless you've turned off the point entities visgroup, they're enabled.

Most likely, it's the origin of a brush or a model. The origin is like the "center" of the brush. Some brushes have a seperate center to their actual center- func_rotating's center of rotation can be anywhere in the map, for example. There's an easy way to check for this- select your entire map. Is there a little circle at one or other end of the leak in any of the 2D views? If there is, that's the origin of the brush/model, and it will need to be clicked and dragged back into the brush.

This can be caused by moving brushes with origins around: Trigger_teleports have origins that can be moved IIRC, so most likely you've moved a brush and accidentally left its origin behind. If you don't care about where the origins in everything else in your map is (If you needed to be told what one was, you probably don't) you can just "Center origins" from one of the menus (tools, IIRC).
 

Muffin7

L1: Registered
Oct 28, 2012
10
3
Well, I've been fiddling around with settings and stuff for about an hour now, I've tried everything.. I centered all of the entities' origins, checked that the point entities visgroup is enabled, I even tried making a brush that completely encompasses the line to see if I could temporarily fix it, but that didn't work either. :mad: If anyone wants to be awesome and check the .vmf out for me, I'd be more than happy to give it to you. Thanks for all of you guys' help so far though.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Have you tried copypasta-ing everything into a new .vmf? Sometimes that fixes some errors for no reason. Also, does the compile log say anything?
 

Muffin7

L1: Registered
Oct 28, 2012
10
3
Here's my compile log, tried looking through it but it's just a bunch of gibberish to me:

Code:
** Executing...
** Command: "f:\steam\steamapps\---\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\---\team fortress 2\tf" "C:\---\jump_sky_test.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
3 threads
materialPath: f:\steam\steamapps\---\team fortress 2\tf\materials
Loading C:\---\jump_sky_test.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  (-3936.00 -400.00 880.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 6656.0 -3000.0)
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 (15360.0 6656.0 -2464.0)
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 (15360.0 6480.0 -2448.0)
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 (15360.0 6992.0 -2448.0)
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 (15360.0 6480.0 -1088.0)
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 (15360.0 6480.0 872.0)
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 (15360.0 6480.0 1488.0)
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 (15360.0 6480.0 1512.0)
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: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 332 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (522593 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 942 texinfos to 768
Reduced 14 texdatas to 13 (315 bytes to 264)
Writing C:\---\jump_sky_test.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\---\jump_sky_test.bsp" "f:\steam\steamapps\---\team fortress 2\tf\maps\jump_sky_test.bsp"

Not sure what
Code:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 6480.0 872.0)
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:
means, haven't seen it in a compile log before iirc..

By the way, copypasting everything into a new .vmf didn't really change anything, but one thing I noticed is that if I moved the entirety of my map around the grid and recompile/re-load-pointfile, the pointfile line changes shape and length but stays in the same position for the most part (which is (2044.000000,-512.000000,3528.000000) and (-3936.000000,-400.000000,880.000000) if that helps anything)
 

tyler

aa
Sep 11, 2013
5,102
4,621
I don't know if this is your issue exactly, but fixing it won't hurt. The FindPortalSide errors basically mean you've got some large brushes intersected or abutted strangely, and VBSP can't figure them out, or possible that you have a lot of small brushes in the same area. If you haven't already, func_detail anything that should be func_detail and while you're at it, split some larger brushes (the ones causing the errors) into smaller brushes. Think about how you want them to light, basically, and cut them on those lines. I've had weird phantom leaks like this before that were solved by making some brushes causing the FindPortalSide error smaller or differently.
 

Muffin7

L1: Registered
Oct 28, 2012
10
3
Gave up for a day, came back, and it magically fixed itself :O
Thanks for all of your help guys.