Why Is My Map Leaking?

Minimus Ambus

L2: Junior Member
Sep 28, 2016
61
10
Hello everyone. I have been a making maps for a while now, about 5 months. My friend and I are making a Frontline! themed payload map. I've learned how to map through UEAKCrashes youtube series, and some guidance from the previously mentioned friend. I have heard a ton from guides, senior map makers, and websites that I should "avoid leaks"
Now I personally have experienced leaks before, but they are usually as simple as moving a brush, but this is different.
I noticed something was wrong with the map because the F9-compile-n'-run wasn't workiing. Tf2 would launch, I'd get to the main menu and then BAM!, hl2.exe has stopped working. I have run +15 compile logs through interlopers error checker and uninstalled tf2 and then reinstalled it. Nothing worked. My friend suggested that I look for a leak in the map. I loaded the point file and sure enough, there was one.
I have tried everything to get rid of this little sh*t. I have moved brushes, enlarged brushes, removed the entity that was leaking, and tried making a "no-draw" brush to close the map. But the map is STILL leaking, and TF2 still refuses to launch the map. I am concerned that my map is ruined, any help?
I will include the map if anyone wishes to look at it for themselves. The leak is near the trenches. You should find it easily, just go under the map, load the pointfile and its there.
 

Attachments

  • pl_torchfire.vmf
    3.1 MB · Views: 201

Quantum

L3: Member
Mar 31, 2016
119
99
UWCryAW.png

The little blue wall is func_detail. And func_detail doesn't seal a map. To fix it take the brush under it and extend it so you cant see the blue from outside of the map anymore.
 

Minimus Ambus

L2: Junior Member
Sep 28, 2016
61
10
well that was a good find, thanks a lot, but there is still a random leak outside the trench tunnels, still not sure why.
Also, thoughts on the map? Anything you like or dislike.
 

Attachments

  • pl_torchfire.vmf
    3.1 MB · Views: 198

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Howdy. Welcome to TF2m.

I compiled your map, doing a VBSP-only compile to detect leaks, and did not experience any. Your map appears to be sealed.

I am concerned about the number of visleaves you have that aren't needed, and how many of them can see each other. I think your VVIS time will be quite long, which is more of an annoyance than a genuine problem. But, looking at the amount of open spaces through the map that can 'see' each other, I am also concerned about rendering performance. I recommend seeking guides on designing and constructing a map with visibility optimisation in mind.
 

Minimus Ambus

L2: Junior Member
Sep 28, 2016
61
10
Okay, I managed to fix all the leaks in the map..... BUT, the map now crashes my game. I have no idea why it does this. I compiled it, ran it in tf2, and tf2 crashed. I put it in my gmod maps, and it crashed gmod. Please help me.
 

200

L2: Junior Member
Aug 11, 2013
54
79
Okay, I managed to fix all the leaks in the map..... BUT, the map now crashes my game. I have no idea why it does this. I compiled it, ran it in tf2, and tf2 crashed. I put it in my gmod maps, and it crashed gmod. Please help me.


When posting a question like this, please provide your vmf at its current state / compile log / something we can look into before solving your problem. There may be a lot of problems that can cause the map to crash.
 

Minimus Ambus

L2: Junior Member
Sep 28, 2016
61
10
okay, the compile log will take a while. But I can give the .vmf
 

Attachments

  • pl_torchfire.vmf
    3.1 MB · Views: 214

200

L2: Junior Member
Aug 11, 2013
54
79
As worMatty said before, you need to work on your VVIS optimization. Even if your map does not seem to be too complicated and the compile log looks fine, you need to have a general idea of what visleaves are. I recommend Crash's tutorial series (as your main post says, you have already done that) but in your case, watch this episode, it explains everything pretty well and simple.

In a very simple way, learn what func_detail does. You can run a fast compile from the Hammer, and then click on "Map => Load Portal File". This will generate a visual implementation of visleaves your map has. Try to get rid of the majority those blue lines, especially diagonal ones. Rooftops, stairs, small buildings, details like wood planks and so on should be turned into func_details.

After doing a simple func_detail optimization, you will be surprised how fast your map will compile. I'm almost 99% sure the root of your map crashes is lack of VVIS optimization. Good luck mapping!

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Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
I did a fast compile on your map and it crashed TF2. I hid all the map's props in Hammer, using the auto visgroup for them, and did another fast compile. This time it didn't crash. I suggest you do multiple fast compiles with bunches of props hidden, to narrow down the offending prop(s). That or look for props with unusual settings.
 

Minimus Ambus

L2: Junior Member
Sep 28, 2016
61
10
hmm, thanks both of you. ill get in touch if it works, thanks a ton.