Prop_static leaks!

Teddy Schnapps

L2: Junior Member
Feb 5, 2014
51
22
To not waist your time I'll get right to the skinny.

I keep getting a leak in my map log. At first it was some leak with an "info_player_teamspawn" (that I just deleted) and then another leak was spotted, this time with static props!

I got these leaks three more times even after deleting them but I keep getting more. Now I'm completely stumped, because all of these props are assigned to the proper Class model as stated in their info tab. I even tried changing them to dynamic but to no avail.

I would greatly appreciate any help,
Thank you.:)



Here are some picture of what I'm seeing.
http://gyazo.com/dfe35b4caf7ad55559f9664a0f8aad78
http://gyazo.com/b41d0ac98908b5a4142b576e934cd4f8

Compile Log:
4 threads
Patching WVT material: maps/pl_maizevalley_b1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_maizevalley_b1/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 (0)
**** leaked ****
Entity prop_static (-28.49 -288.25 -254.99) leaked!

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 160 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (180957 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 88 texinfos to 52
Reduced 20 texdatas to 16 (573 bytes to 458)
2 seconds elapsed

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

No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.09 seconds)
1778 faces
2313554 square feet [333151872.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
Build Patch/Sample Hash Table(s).....Done<0.0116 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (21)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 515/8192 6180/98304 ( 6.3%)
brushsides 3341/65536 26728/524288 ( 5.1%)
planes 1416/65536 28320/1310720 ( 2.2%)
vertexes 3921/65536 47052/786432 ( 6.0%)
nodes 1703/65536 54496/2097152 ( 2.6%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 1778/65536 99568/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 888/65536 49728/3670016 ( 1.4%)
leaves 1708/65536 54656/2097152 ( 2.6%)
leaffaces 2137/65536 4274/131072 ( 3.3%)
leafbrushes 1138/65536 2276/131072 ( 1.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11897/512000 47588/2048000 ( 2.3%)
edges 7709/256000 30836/1024000 ( 3.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 257/32768 2570/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4158/65536 8316/131072 ( 6.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 713556/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15789/393216 ( 4.0%)
LDR ambient table 1708/65536 6832/262144 ( 2.6%)
HDR ambient table 1708/65536 6832/262144 ( 2.6%)
LDR leaf ambient 9347/65536 261716/1835008 (14.3%)
HDR leaf ambient 1708/65536 47824/1835008 ( 2.6%)
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] 1/7036 ( 0.0%)
pakfile [variable] 1085/0 ( 0.0%)
physics [variable] 180957/4194304 ( 4.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4802
31 seconds elapsed
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Leaks are not (usually) the fault of the entity mentioned, that is just the one the compiler "noticed" the leak with. The pointfile (red line) should lead you to a place where there is a hole in your map connecting the inside and outside. Seal it up and you are good to go (unless there is another hole elsewhere).

Brush entities, displacements, and any translucent or non-solid materials will count as leaks as they do not seal the world.

Deleting the entity will only help if the entity itself is actually outside an otherwise sealed up map.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The other possibility is that the prop's origin is in the void, as sometimes happens when you plunk in a prop that's bigger than the room it's in, but given that you reported a spawn point leaking as well, that's probably not what you've got.
 

Teddy Schnapps

L2: Junior Member
Feb 5, 2014
51
22
Leaks are not (usually) the fault of the entity mentioned, that is just the one the compiler "noticed" the leak with. The pointfile (red line) should lead you to a place where there is a hole in your map connecting the inside and outside. Seal it up and you are good to go (unless there is another hole elsewhere).

Brush entities, displacements, and any translucent or non-solid materials will count as leaks as they do not seal the world.

Deleting the entity will only help if the entity itself is actually outside an otherwise sealed up map.

I'll still look for a leak somewhere but I couldn't seem to find one, even with the point file. It just points to the props not the leak.
 

xzzy

aa
Jan 30, 2010
815
531
True but it wasn't my spawn that had trouble. I use "info_players" as markers for future places to put tracks or whatever.

That just means vbsp hadn't used that entity for a leak test yet. When your map has a leak, it'll abort the process as soon as one entity has a problem. That's why when you delete one entity that's leaking, the game just finds a new one the next time you try to compile.

I'll still look for a leak somewhere but I couldn't seem to find one, even with the point file. It just points to the props not the leak.

This usually happens when the origin point of the prop is already outside the map.. the red line ends up a very short segment because the test immediately fails.
 

Chronicius

L1: Registered
Jun 11, 2014
9
7
To fix thy leak, you must percieve that which the machine cannot.

Embrace that which sets you apart from it.

Use your mental prowess to set the bounderies that VBSP cannot.

And when the cosmos of the compiler is no longer infinite, your reward shall be a leakless map.
 

Teddy Schnapps

L2: Junior Member
Feb 5, 2014
51
22
That just means vbsp hadn't used that entity for a leak test yet. When your map has a leak, it'll abort the process as soon as one entity has a problem. That's why when you delete one entity that's leaking, the game just finds a new one the next time you try to compile.

This usually happens when the origin point of the prop is already outside the map.. the red line ends up a very short segment because the test immediately fails.

Well all I did was undo a "func_detail", recompile and presto... It doesn't make any sense though, because I have a skybox all around the map, and that brush wasn't even touching it but it'll do. Thanks everyone!:blushing:
 

xzzy

aa
Jan 30, 2010
815
531
I interpret that to mean that your leak was actually behind a func_detail and by converting it to world geometry, you sealed the hole. Or you had a brush attached to the func_detail that you didn't know about.

My suggestion is to click the "all" box on the auto visgroups to hide everything, then click the world geometry and sky checkboxes. Drop in an info_player_teamspawn and try to compile the map. If it leaks, fix it and repeat until the map is sealed.

Fixing leaks by moving detail geometry to world geometry is bad because it will decimate your compile times.
 

Teddy Schnapps

L2: Junior Member
Feb 5, 2014
51
22
Well, I'm back... It turns out the problem wasn't fixed. Ha, yeah. I've tried my best to look up how to fix it but to no avail. *pulls hair out*
Basically I keep getting these pesky leaks from my entities like before. BUT my entire map is sealed in with a skybox on all possible sides and NO part of the main map (entities or brushes) are touching the skybox either. So when i get a leak in the compile I don't know what I did wrong. :(

If anyone can help I would be greatly indebted to them!
Thank you.


Here is a picture of one prop with the same kind of leak as the others.
http://gyazo.com/7683c4f306d1555e446728004d9658b5

And here is my Compile log. If you need more info just ask.

Valve Software - vbsp.exe (Jun 10 2014)
4 threads
Patching WVT material: maps/pl_maizevalley_b1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_maizevalley_b1/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 ****
Entity prop_static (3998.00 -3315.00 -430.99) leaked!

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 168 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (258494 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 146 texinfos to 94
Reduced 32 texdatas to 27 (999 bytes to 856)
3 seconds elapsed

4 threads

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

No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.43 seconds)
2490 faces
2453084 square feet [353244160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0198 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (29)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 728/8192 8736/98304 ( 8.9%)
brushsides 4763/65536 38104/524288 ( 7.3%)
planes 2030/65536 40600/1310720 ( 3.1%)
vertexes 5544/65536 66528/786432 ( 8.5%)
nodes 2339/65536 74848/2097152 ( 3.6%)
texinfos 94/12288 6768/884736 ( 0.8%)
texdata 27/2048 864/65536 ( 1.3%)
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 2490/65536 139440/3670016 ( 3.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1252/65536 70112/3670016 ( 1.9%)
leaves 2345/65536 75040/2097152 ( 3.6%)
leaffaces 3047/65536 6094/131072 ( 4.6%)
leafbrushes 1560/65536 3120/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16877/512000 67508/2048000 ( 3.3%)
edges 10933/256000 43732/1024000 ( 4.3%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 402/32768 4020/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6387/65536 12774/131072 ( 9.7%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1205312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 22768/393216 ( 5.8%)
LDR ambient table 2345/65536 9380/262144 ( 3.6%)
HDR ambient table 2345/65536 9380/262144 ( 3.6%)
LDR leaf ambient 14073/65536 394044/1835008 (21.5%)
HDR leaf ambient 2345/65536 65660/1835008 ( 3.6%)
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] 1/14764 ( 0.0%)
pakfile [variable] 2537/0 ( 0.0%)
physics [variable] 258494/4194304 ( 6.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6905
46 seconds elapsed
 

xzzy

aa
Jan 30, 2010
815
531
Do you have any props hidden with the 'H' key? Try pressing the "Restore Hidden" button on the toolbar if it's not greyed out, it's a green box with what looks like an eye in it.
 

henke37

aa
Sep 23, 2011
2,075
515
At this point you should just offer the uncompiled map file to us directly for serious debugging.