I'm 100% I have no leaks. In the compile data only the light is shown as a leak.It's called a leak. You have to trace the red line from its source (an entity, in this case the light), follow it, then find where it gets into the void (aka the black stuff outside your map). Seal that hole with a world brush and bippidy bappidy boop, leak sealed. Unless you have more leaks, in which case a new red line will pop up at a new location going towards a new hole in your map.
are you sure the origin if the light is outside or does the red line travel through a hole in the map?
if it's the hole thing then seal the hole.
** 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\newproject.vmf"
Valve Software - vbsp.exe (Oct 12 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\newproject.vmf
Patching WVT material: maps/newproject/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/newproject/egypt/sand_floor_blend_03_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 light (288.00 -4.00 -1168.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 12 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 (7) (143979 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 1022 texinfos to 709
Reduced 23 texdatas to 20 (589 bytes to 490)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp
Wrote ZIP buffer, estimated size 1510, actual size 1162
8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\newproject.bsp"
It's a func_detail. Does it matter that the side on the void is nodraw? I don't think it does but it never hurts to ask.check the wall isnt a func_brush or otherwise
It's a func_detail. Does it matter that the side on the void is nodraw? I don't think it does but it never hurts to ask.
Ok, changed it toWorld and I have no more leaks. Thanks guys for the tip ^^It has to be a world brush.