leak help

Admiral Metal Giant

L1: Registered
Jul 8, 2017
8
2
Capture.PNG
Every time i try to use a frontline prop, it leaks for no reason, even though it's still inside the map. This also seems to cause my water to appear invisible whenever in-game. (P.S. - As you can see by the picture, I'm new to map building and using hammer)

Here's my compile -

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_maymays_frontline/nature/blendwetmudground006a_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_static (-848.00 -304.00 128.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1408.0 1024.0 -72.0)
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 (-1744.0 1024.0 -72.0)
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 (-1200.0 1024.0 -72.0)
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 (-1408.0 1024.0 383.5)
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 (-1744.0 1024.0 383.5)
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 (-1200.0 1024.0 383.5)
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 (-1232.0 1024.0 679.5)
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 (-1744.0 1024.0 679.5)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (22516 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 126 texinfos to 64
Reduced 16 texdatas to 14 (463 bytes to 378)
Writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
Wrote ZIP buffer, estimated size 107106, actual size 106624
1 second elapsed
0.011695 1.356804 0.000000
0.104725 1.356804 0.000000
0.104725 -1.673336 0.000000
0.104725 1.673336 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.011695 1.673336 0.000000
0.104725 1.356804 0.000000
0.104725 -1.673336 0.000000
0.104725 1.673336 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline"

Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.prt
LoadPortals: couldn't read d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.prt


** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
355 faces
234047 square feet [33702896.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 318/65536 2544/524288 ( 0.5%)
planes 184/65536 3680/1310720 ( 0.3%)
vertexes 501/65536 6012/786432 ( 0.8%)
nodes 335/65536 10720/2097152 ( 0.5%)
texinfos 64/12288 4608/884736 ( 0.5%)
texdata 14/2048 448/65536 ( 0.7%)
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 355/65536 19880/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 216/65536 12096/3670016 ( 0.3%)
leaves 354/65536 11328/2097152 ( 0.5%)
leaffaces 358/65536 716/131072 ( 0.5%)
leafbrushes 113/65536 226/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2457/512000 9828/2048000 ( 0.5%)
edges 1364/256000 5456/1024000 ( 0.5%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 10/32768 100/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 150/65536 300/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 661112/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 16138/393216 ( 4.1%)
LDR ambient table 354/65536 1416/262144 ( 0.5%)
HDR ambient table 354/65536 1416/262144 ( 0.5%)
LDR leaf ambient 2341/65536 65548/1835008 ( 3.6%)
HDR leaf ambient 354/65536 9912/1835008 ( 0.5%)
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] 1/2346 ( 0.0%)
pakfile [variable] 106624/0 ( 0.0%)
physics [variable] 22516/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 883
Writing d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_maymays_frontline.bsp"
 
Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Listen. http://www.interlopers.net/errors/ is your friend. Put your compile log in there and see what the problem is.

One of the issues in your compile log is "FindPortalSide". This can be caused by a whole slew up problems. Go to the coordonates in each one of these issues and poke around. See if you can simplify any geometry, turn any complex brushwork into func_details, cut up any ungoldy large brushes.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You have a leaking prop. You can do one of two things to fix it: one would be to rebuild that wall the red line is going trough. The other one would be mismatched entity origins, which you can fix with this: https://developer.valvesoftware.com/wiki/Leak . Scroll to the bottom to find the article on entity origins.

Listen. http://www.interlopers.net/errors/ is your friend. Put your compile log in there and see what the problem is.

One of the issues in your compile log is "FindPortalSide". This can be caused by a whole slew up problems. Go to the coordonates in each one of these issues and poke around. See if you can simplify any geometry, turn any complex brushwork into func_details, cut up any ungoldy large brushes.
I'll agree with the first part, but there's a clear leak here, which the OP is aware of, just not on how to fix it which Interlopers won't really tell in this case. The FindPortalSide issues are caused by a leak which is the first error that pops up. Fixing that would fix the FindPortalSide errors, unless there's also some really messy brushwork in the map that VBSP doesn't like.
 

Admiral Metal Giant

L1: Registered
Jul 8, 2017
8
2
You have a leaking prop. You can do one of two things to fix it: one would be to rebuild that wall the red line is going trough. The other one would be mismatched entity origins, which you can fix with this: https://developer.valvesoftware.com/wiki/Leak . Scroll to the bottom to find the article on entity origins.


I'll agree with the first part, but there's a clear leak here, which the OP is aware of, just not on how to fix it which Interlopers won't really tell in this case. The FindPortalSide issues are caused by a leak which is the first error that pops up. Fixing that would fix the FindPortalSide errors, unless there's also some really messy brushwork in the map that VBSP doesn't like.
By rebuild the wall the point file is going through, do you mean to just delete it and make a new one?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
By rebuild the wall the point file is going through, do you mean to just delete it and make a new one?
Yep. Because Hammer is Hammer it can sometimes make it look like a wall is there but to the compiler it isn't. Only way to fix it is to rebuild the wall that's causing issues.
 

Admiral Metal Giant

L1: Registered
Jul 8, 2017
8
2
Yep. Because Hammer is Hammer it can sometimes make it look like a wall is there but to the compiler it isn't. Only way to fix it is to rebuild the wall that's causing issues.
Just wanted to say that it worked, and thanks for the help. I didnt think it would be that easy to fix :p