- Aug 1, 2008
- 17
- 1
Ok guys, I'm pretty new here. I've been mapping for like 2 maybe 3 months now. The map I've been working on is pretty unusual, I'll probably post it soon. Right now, I'm doing it again from scratch in order to make sure there aren't any links or anything, and I'm having a problem. My brush work is done, so I started putting in Prop_Static's. The first one i put in is one of the wooden door frames (models/props_farm/doorframe002a.mdl). As soon as i put it in, the map leaks. The origin of the door frame is fine, and it's not overlapping with anything, just touching. Before i put it in, everything's fine, but when i put in the prop_static door frame, it leaks. Any ideas?
Compile Log:
** Executing...
** Command: "c:\program files\steam\steamapps\jackoownsyou\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf" "C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.vmf
Patching WVT material: maps/test/nature/blendgroundtograss007_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 (-1392.00 -488.00 16.00) leaked!
Processing areas...done (0)
Building Faces...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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (23533 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
10
Compacting texture/material tables...
Reduced 99 texinfos to 51
Reduced 11 texdatas to 10 (261 bytes to 212)
Writing C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.bsp" "c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf\maps\test.bsp"
Compile Log:
** Executing...
** Command: "c:\program files\steam\steamapps\jackoownsyou\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf" "C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.vmf
Patching WVT material: maps/test/nature/blendgroundtograss007_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 (-1392.00 -488.00 16.00) leaked!
Processing areas...done (0)
Building Faces...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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (23533 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
10
Compacting texture/material tables...
Reduced 99 texinfos to 51
Reduced 11 texdatas to 10 (261 bytes to 212)
Writing C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.bsp" "c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf\maps\test.bsp"