entity filter_activator_tfteam leaked!

___man

L1: Registered
Oct 18, 2015
22
1
how does this happen? how do i fix it? how does this entity even cause a leak? I'm so confused and frustrated

here's my full compile, other errors are also happening that im having no luck fixing but this is the one that catches my eye most.

** 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:\Users\ike\Desktop\3D-ART\MAPS\a7\a7\koth_shipyard_a7.vmf"

Valve Software - vbsp.exe (Oct 29 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\ike\Desktop\3D-ART\MAPS\a7\a7\koth_shipyard_a7.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_shipyard_a7/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)
**** leaked ****
Entity filter_activator_tfteam (-16.00 -128.00 -143.75) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1136.0 1552.0 -715.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 141033:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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) (294401 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 1592 texinfos to 855
Reduced 33 texdatas to 26 (833 bytes to 639)
Writing C:\Users\ike\Desktop\3D-ART\MAPS\a7\a7\koth_shipyard_a7.bsp
1 second 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:\Users\ike\Desktop\3D-ART\MAPS\a7\a7\koth_shipyard_a7"

Valve Software - vvis.exe (Oct 29 2015)
4 threads
reading c:\users\ike\desktop\3d-art\maps\a7\a7\koth_shipyard_a7.bsp
reading c:\users\ike\desktop\3d-art\maps\a7\a7\koth_shipyard_a7.prt
LoadPortals: couldn't read c:\users\ike\desktop\3d-art\maps\a7\a7\koth_shipyard_a7.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:\Users\ike\Desktop\3D-ART\MAPS\a7\a7\koth_shipyard_a7"

Valve Software - vrad.exe SSE (Oct 29 2015)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\ike\desktop\3d-art\maps\a7\a7\koth_shipyard_a7.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.69 seconds)
4866 faces
1602887 square feet [230815856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.026177
55 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
Build Patch/Sample Hash Table(s).....Done<0.0380 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 48/1024 2304/49152 ( 4.7%)
brushes 812/8192 9744/98304 ( 9.9%)
brushsides 5418/65536 43344/524288 ( 8.3%)
planes 2760/65536 55200/1310720 ( 4.2%)
vertexes 7110/65536 85320/786432 (10.8%)
nodes 3199/65536 102368/2097152 ( 4.9%)
texinfos 855/12288 61560/884736 ( 7.0%)
texdata 26/2048 832/65536 ( 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 4866/65536 272496/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2307/65536 129192/3670016 ( 3.5%)
leaves 3248/65536 103936/2097152 ( 5.0%)
leaffaces 5517/65536 11034/131072 ( 8.4%)
leafbrushes 2016/65536 4032/131072 ( 3.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 32052/512000 128208/2048000 ( 6.3%)
edges 18142/256000 72568/1024000 ( 7.1%)
LDR worldlights 55/8192 4840/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 383/32768 3830/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5787/65536 11574/131072 ( 8.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3320336/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 48938/393216 (12.4%)
LDR ambient table 3248/65536 12992/262144 ( 5.0%)
HDR ambient table 3248/65536 12992/262144 ( 5.0%)
LDR leaf ambient 19786/65536 554008/1835008 (30.2%)
HDR leaf ambient 3248/65536 90944/1835008 ( 5.0%)
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] 1/15786 ( 0.0%)
pakfile [variable] 707/0 ( 0.0%)
physics [variable] 294401/4194304 ( 7.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13143
Writing c:\users\ike\desktop\3d-art\maps\a7\a7\koth_shipyard_a7.bsp
33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\ike\Desktop\3D-ART\MAPS\a7\a7\koth_shipyard_a7.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_shipyard_a7.bsp"

if someone wants to check out my VMF file themselves to see what's the issue i could send it to them, I've been up all night trying to fix this and im ready to give up on the whole map and let it sit in a7 purgatory
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
If there is a leak in your map, the compile log will say '[nearest entity] leaked!'. You need to load up the pointfile and fix the leak, then compile again (you can turn off vvis and vrad) to check for any more leaks, if there are load up the pointfile again and fix it again. Keep repeating that until you have no leaks.
 

___man

L1: Registered
Oct 18, 2015
22
1
Ah, that helped a ton! I forgot how to check where leaks were and was just going to the specified coordinates. Now I'll remember next time to load the pointfile.

thanks!