Compile Error in Hammer - Find portal side/leak

jony1266

L1: Registered
Mar 5, 2014
2
0
I got this error recently when compiling my map, which has a skybox and everything, so no leak in that aspect, but now, it claims that my "trigger_multiple" entity, which I use to make my door open and close, is leaked. I look to the coordinates of the error, but it is outside of the map. I use the automatically generated point-file, and it shows a short line, not even going through the inside of my map. Now, when I open my map in-game, it shows a blur in place of the skybox. I put this into interlopers.net, and it said that I should "simplify" the area, but it's a normal door, made with the tutorial on Valve's website, so it should work, right? Thanks in advance.

The compile is shown below:
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest.vmf"

Valve Software - vbsp.exe (Jul  2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/map_contest/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
[B]**** leaked ****[/B]
Entity trigger_multiple (-3240.01 -1960.00 -211.33) leaked!

[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1264.0 -136.0)
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: 


[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 -72.0)
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: 


[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 64.0)
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: 


[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 576.0)
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: 


[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1264.0 1160.0)
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: 


[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 1096.0)
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: 


[B]FindPortalSide: [/B]Couldn't find a good match for which brush to assign to a portal near (4608.0 2048.0 512.0)
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: 


[B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (5120.0 1536.0 512.0)
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 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) (23686 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 151 texinfos to 90
Reduced 14 texdatas to 13 (331 bytes to 310)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest"

Valve Software - vvis.exe (Jul  2 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest"

Valve Software - vrad.exe SSE (Jul  2 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.11 seconds)
847 faces
1032915 square feet [148739872.00 square inches]
3 Displacements
3129 Square Feet [450671.28 Square Inches]
sun extent from map=0.173648
17 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.0166 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  21/1024         1008/49152    ( 2.1%) 
brushes                 57/8192          684/98304    ( 0.7%) 
brushsides             346/65536        2768/524288   ( 0.5%) 
planes                 354/65536        7080/1310720  ( 0.5%) 
vertexes              1062/65536       12744/786432   ( 1.6%) 
nodes                  493/65536       15776/2097152  ( 0.8%) 
texinfos                90/12288        6480/884736   ( 0.7%) 
texdata                 13/2048          416/65536    ( 0.6%) 
dispinfos                3/0             528/0        ( 0.0%) 
disp_verts             243/0            4860/0        ( 0.0%) 
disp_tris              384/0             768/0        ( 0.0%) 
disp_lmsamples        8092/0            8092/0        ( 0.0%) 
faces                  847/65536       47432/3670016  ( 1.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              214/65536       11984/3670016  ( 0.3%) 
leaves                 515/65536       16480/2097152  ( 0.8%) 
leaffaces              863/65536        1726/131072   ( 1.3%) 
leafbrushes            168/65536         336/131072   ( 0.3%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             4466/512000      17864/2048000  ( 0.9%) 
edges                 2339/256000       9356/1024000  ( 0.9%) 
LDR worldlights         17/8192         1496/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             16/32768         160/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           234/65536         468/131072   ( 0.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 3/512          1056/180224   ( 0.6%) 
LDR lightdata         [variable]     1143900/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       18738/393216   ( 4.8%) 
LDR ambient table      515/65536        2060/262144   ( 0.8%) 
HDR ambient table      515/65536        2060/262144   ( 0.8%) 
LDR leaf ambient      2155/65536       60340/1835008  ( 3.3%) 
HDR leaf ambient       515/65536       14420/1835008  ( 0.8%) 
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]           1/1952     ( 0.1%) 
pakfile               [variable]         393/0        ( 0.0%) 
physics               [variable]       23686/4194304  ( 0.6%) 
physics terrain       [variable]         175/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1916
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\map_contest.bsp"
 

tyler

aa
Sep 11, 2013
5,102
4,621
Did you move your map around? The origin is probably outside the map. Select your brush entities and center the origins. I forget what menu it's in, but it's in one of the top menus.
 

jony1266

L1: Registered
Mar 5, 2014
2
0
Did you move your map around? The origin is probably outside the map. Select your brush entities and center the origins. I forget what menu it's in, but it's in one of the top menus.

Thank you so much, this solved my problem. :thumbup:

Also, another thing I did wrong was that I had put a door on the outside of the map, beyond the boundaries of the skybox, which caused the leak :glare:, but this helped me find the source of the problem, since the origins were messed up.
 
Last edited: