Invisible leaks?

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Every single time I try to compile my map, it says it has leaked. The pointfile does nothing to help, and I have rigorously checked the skybox to see if there are any holes. None of the skybox walls are entities and there seems to be nothing at all which could be causing it. What can I do to fix this?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
We'd need to see your compile log to help
Here it is:

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\team fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\team fortress 2\tf" "C:\Users\John\Documents\MvM_origins_displaced.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Users\John\Documents\MvM_origins_displaced.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_origins_displaced/construction/concrete/concreteblendground003_wvt_patch
Patching WVT material: maps/mvm_origins_displaced/nightfall/cliffwall_wvt_patch
Patching WVT material: maps/mvm_origins_displaced/blends/blendconcretesnow003_wvt_patch
Patching WVT material: maps/mvm_origins_displaced/blends/blendnightcliffsnow002_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 prop_dynamic (11937.00 -5491.00 -394.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -10752.0 -970.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16211.5 -10240.0 -970.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15699.5 -10240.0 -970.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 -10240.0 -970.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0 -12288.0 -970.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -11776.0 -970.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 -12288.0 -970.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13409.5 -10240.0 -776.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2770 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
WARNING: node without a volume
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_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...

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (0) (347261 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 1330 texinfos to 873
Reduced 45 texdatas to 39 (1395 bytes to 1072)
Writing C:\Users\John\Documents\MvM_origins_displaced.bsp
Wrote ZIP buffer, estimated size 3183, actual size 2433
4 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\team fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\team fortress 2\tf" "C:\Users\John\Documents\MvM_origins_displaced"

Valve Software - vvis.exe (Jun 14 2017)
2 threads
reading c:\users\john\documents\MvM_origins_displaced.bsp
reading c:\users\john\documents\MvM_origins_displaced.prt
LoadPortals: couldn't read c:\users\john\documents\MvM_origins_displaced.prt


** Executing...
** Command: Copy File
** Parameters: "C:\Users\John\Documents\MvM_origins_displaced.bsp" "C:\Program Files\Steam\steamapps\common\team fortress 2\tf\maps\MvM_origins_displaced.bsp"
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Go to coordinates and put these there 11937.00 -5491.00 -394.00 and load pointfile. It should go through or near the leak itself.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Go to coordinates and put these there 11937.00 -5491.00 -394.00 and load pointfile. It should go through or near the leak itself.
The problem is that when I load the point file, it goes straight through the skybox wall then just suddenly goes down before abruptly stopping in the void
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Sometimes leaks are unclear and pointfile doesn't know what to do. Switch off everything (entities, models, func_details and such) that is not a world brush. See if you can locate the leak better.

You can also compile without those and see if it's just internal map leak from areaportal or similiar.

EDIT

Do you have large brushes in the map? I see qhull error in the compile log and previously that has been caused by huge brushes that i had to split to several parts to get rid of it. Could be that the leaks are from that too.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Is there any way to increase the area that renders, because when nearing the corners, often the skybox's brushes despawn which makes it very slow to check the skybox's
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Just check if you have radius culling on. It's a button on the top toolbar of hammer, denoted by a letter r in a red circle. (Keyboard shortcut C) If you do, turn it off and try compiling again.
I feel like an absoloute idiot now...