Leaking but not leaking map.

MrAurora

L1: Registered
Feb 9, 2016
10
0
Answereed



I was making a map to play with my friend in Hammer and I got to detailing the dev textures. When I was going to test it I had a leak. I tried to fix it by deleted the prop so it wouldn't leak. Then It went to the next prop and the next. Now I'm at the light_environment entity. Here is the log:


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\mrauroramap.vmf"

Valve Software - vbsp.exe (Jan 19 2016)
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\mrauroramap.vmf
Patching WVT material: maps/mrauroramap/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 item_healthkit_small (-64.00 -318.56 128.00) 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_hydro_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_hydro_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) (4610 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 21 texinfos to 14
Reduced 7 texdatas to 6 (180 bytes to 159)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mrauroramap.bsp
Wrote ZIP buffer, estimated size 106362, actual size 106014
0 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\mrauroramap"

Valve Software - vvis.exe (Jan 19 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mrauroramap.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mrauroramap.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mrauroramap.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\mrauroramap"

Valve Software - vrad.exe SSE (Jan 19 2016)

      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\mrauroramap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
179 faces
119416 square feet [17195904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0014 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                 13/8192          156/98304    ( 0.2%)
brushsides              78/65536         624/524288   ( 0.1%)
planes                  54/65536        1080/1310720  ( 0.1%)
vertexes               236/65536        2832/786432   ( 0.4%)
nodes                  107/65536        3424/2097152  ( 0.2%)
texinfos                14/12288        1008/884736   ( 0.1%)
texdata                  6/2048          192/65536    ( 0.3%)
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                  179/65536       10024/3670016  ( 0.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               53/65536        2968/3670016  ( 0.1%)
leaves                 109/65536        3488/2097152  ( 0.2%)
leaffaces              197/65536         394/131072   ( 0.3%)
leafbrushes             36/65536          72/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             1042/512000       4168/2048000  ( 0.2%)
edges                  577/256000       2308/1024000  ( 0.2%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
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           198/65536         396/131072   ( 0.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      434604/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]        1086/393216   ( 0.3%)
LDR ambient table      109/65536         436/262144   ( 0.2%)
HDR ambient table      109/65536         436/262144   ( 0.2%)
LDR leaf ambient       675/65536       18900/1835008  ( 1.0%)
HDR leaf ambient       109/65536        3052/1835008  ( 0.2%)
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]           1/12       ( 8.3%)
pakfile               [variable]      106014/0        ( 0.0%)
physics               [variable]        4610/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 472
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mrauroramap.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mrauroramap.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mrauroramap.bsp"
 
Last edited by a moderator:

zahndah

professional letter
aa
Jul 4, 2015
721
642
Deleting the entities is not the way to fix a leak.

A leak is caused when there is a path to the void outside your world from inside of it without going through any world brushes.

To fix a leak, compile the map and go to the co-ordinates specified in the compile log (via the 'go to co-ordinates' button under view) then click on the 'map' tab and click on 'load pointfile'

Then a red line will appear showing you how the map is leaking to the outside void.

What you will want to do to solve this is patch up the areas where the red line goes through so that the map is completely sealed and you cannot escape it without going through a world brush.

The map can leak through func_details so any brushes that should be sealing the map should be world brushes (brushes are world brushes by default)

DO NOT just put a big box around your map so that it wont leak. This will cause anyone playing the map to lag badly AND the compile time to take forever and a day!