Ammo pack leaked, but its not leaking?

Jul 6, 2015
1,425
819
upload_2016-1-19_2-29-4.png


I tried to compile my map, but this ammo pack was aparently leaking the map. I loaded the point file, and I see this strange red line... (bare in mind I have NO clue what point files are, but I heard its a good way to check for problems)
I used the 'check for problems' and nothing showed about this leak.
---
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\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.vmf"

Valve Software - vbsp.exe (Dec 30 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\koth_chargingstation_a2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity item_ammopack_medium (-2400.00 1200.00 -96.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 44 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) (138552 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 189 texinfos to 118
Reduced 44 texdatas to 43 (981 bytes to 959)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.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\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2"

Valve Software - vvis.exe (Dec 30 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.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\koth_chargingstation_a2"

Valve Software - vrad.exe SSE (Dec 30 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\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.11 seconds)
1572 faces
424646 square feet [61149096.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.052336
413 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.0061 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 390/8192 4680/98304 ( 4.8%)
brushsides 2382/65536 19056/524288 ( 3.6%)
planes 602/65536 12040/1310720 ( 0.9%)
vertexes 2846/65536 34152/786432 ( 4.3%)
nodes 1386/65536 44352/2097152 ( 2.1%)
texinfos 118/12288 8496/884736 ( 1.0%)
texdata 43/2048 1376/65536 ( 2.1%)
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 1572/65536 88032/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 967/65536 54152/3670016 ( 1.5%)
leaves 1415/65536 45280/2097152 ( 2.2%)
leaffaces 1822/65536 3644/131072 ( 2.8%)
leafbrushes 1461/65536 2922/131072 ( 2.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11501/512000 46004/2048000 ( 2.2%)
edges 7021/256000 28084/1024000 ( 2.7%)
LDR worldlights 413/8192 36344/720896 ( 5.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 256/32768 2560/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4176/65536 8352/131072 ( 6.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 978204/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 197274/393216 (50.2%)
LDR ambient table 1415/65536 5660/262144 ( 2.2%)
HDR ambient table 1415/65536 5660/262144 ( 2.2%)
LDR leaf ambient 8750/65536 245000/1835008 (13.4%)
HDR leaf ambient 1415/65536 39620/1835008 ( 2.2%)
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] 1/3356 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 138552/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4507
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_chargingstation_a2.bsp"
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Remove it and place another one instead?
 

TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
func_details do not seal the world from the void. I am unsure, but the ramp that the line is going through might be a func_detail. If it is, make it a world brush by selecting it and pressing Ctrl+Shift+W
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
You should untick the "func_detail" visgroup and then go around your map to see if there are any holes.
If there are, seal them with nodraw brushes. Then enable the func_detail visgroup again and compile.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, the name should kinda give it away. A func_detail is an entity, and entities can't seal the world.
 
Mar 23, 2013
1,013
347
500+ posts and still no idea how a point file or func_detail works? o.ô
You might wanna look into optimisation again, before you run in trouble with that