Not existing brushes and props leak!!!

Velociraptor

L1: Registered
Aug 24, 2015
6
0
So i was making my map and i wanted so make a nice block of stone.
I used a Block tool, pressed enter and...
NOTHING my box wasnt created, i tried this a couple of times but nothing helped.
I thought a restart of hammer will help, but it got worse.
2 of my views didnt work and map was leaking.
I loaded pointfile, but it was going from nothing to nothing.
i cant delete those brushes because they DONT EXIST.
Here are screenshots of my hammer now:
open

Please help me, because i put a lot ow work to this map.
Thanks for help...
 
Last edited:

Velociraptor

L1: Registered
Aug 24, 2015
6
0
Only thing i have is this compile log:

** 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\sourcesdk_content\tf\mapsrc\test2.vmf"

Valve Software - vbsp.exe (Aug 17 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/test2/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/test2/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/test2/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/test2/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/test2/nature/blendrockgroundwallforest_reducedetail_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 point_spotlight (109.67 142195.00 -730.91) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 1024.0 316.0)
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 (8192.0 1536.0 316.0)
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 (7680.0 2048.0 316.0)
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 (6656.0 1024.0 316.0)
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 (6656.0 2048.0 316.0)
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 (5632.0 1024.0 316.0)
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 (5632.0 2048.0 316.0)
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 (4608.0 2048.0 316.0)
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_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_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) (92284 bytes)
Static prop models/props_lights/light_fluorescent_farm.mdl outside the map (104.00, 137927.00, -681.33)
Static prop models/props_lights/light_fluorescent_farm.mdl outside the map (96.00, 142222.00, -681.33)
Static prop models/props_lights/light_fluorescent_farm.mdl outside the map (96.00, 142222.00, -700.89)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 306 texinfos to 206
Reduced 59 texdatas to 48 (1624 bytes to 1283)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.bsp
2 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\sourcesdk_content\tf\mapsrc\test2"

Valve Software - vvis.exe (Aug 17 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.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\sourcesdk_content\tf\mapsrc\test2"

Valve Software - vrad.exe SSE (Aug 17 2015)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.74 seconds)
1511 faces
745369 square feet [107333144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
39 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
Build Patch/Sample Hash Table(s).....Done<0.0149 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 (8)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 266/8192 3192/98304 ( 3.2%)
brushsides 1636/65536 13088/524288 ( 2.5%)
planes 874/65536 17480/1310720 ( 1.3%)
vertexes 2711/65536 32532/786432 ( 4.1%)
nodes 1061/65536 33952/2097152 ( 1.6%)
texinfos 206/12288 14832/884736 ( 1.7%)
texdata 48/2048 1536/65536 ( 2.3%)
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 1511/65536 84616/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 639/65536 35784/3670016 ( 1.0%)
leaves 1075/65536 34400/2097152 ( 1.6%)
leaffaces 1991/65536 3982/131072 ( 3.0%)
leafbrushes 670/65536 1340/131072 ( 1.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 9939/512000 39756/2048000 ( 1.9%)
edges 5864/256000 23456/1024000 ( 2.3%)
LDR worldlights 39/8192 3432/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 166/32768 1660/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2766/65536 5532/131072 ( 4.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 2713012/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 49791/393216 (12.7%)
LDR ambient table 1075/65536 4300/262144 ( 1.6%)
HDR ambient table 1075/65536 4300/262144 ( 1.6%)
LDR leaf ambient 5462/65536 152936/1835008 ( 8.3%)
HDR leaf ambient 1075/65536 30100/1835008 ( 1.6%)
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] 1/18554 ( 0.0%)
pakfile [variable] 2750/0 ( 0.0%)
physics [variable] 92284/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4361
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\test2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\test2.bsp"
 

Velociraptor

L1: Registered
Aug 24, 2015
6
0
Wait
I loaded last autosave and it fixed hammer.
it gave me a popup that there were 6 invalid solids and it deleted them.
Fortunetly i didn't loos anything important.
Thank you for help.