Oh No! a leek!

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Oh no! its the infamous water leak. I'm making an underground room with sewer water, but it keeps looking like this:
koth_dev_a10000.jpg
Here's the compile thingy (I couldn't find a leak anywhere, and the point file wasn't working, so here yah go):


** 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\koth_dev_a1.vmf"
Valve Software - vbsp.exe (Oct 14 2017)
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\koth_dev_a1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1527.9 255.8 -608.0)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 836:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1527.9 255.8 -608.0)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 836:
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dev_a1.prt...Building visibility clusters...
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 (0) (15980 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 71 texinfos to 40
Reduced 9 texdatas to 8 (242 bytes to 199)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dev_a1.bsp
Wrote ZIP buffer, estimated size 425, actual size 345
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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dev_a1"
vvis launcher error: can't load vvis_dll.dll
The specified procedure could not be found.

** 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\koth_dev_a1"
vrad_launcher error: can't load vrad_dll.dll
The specified procedure could not be found.

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dev_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_dev_a1.bsp"

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_dev_a1" -steam
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
** 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dev_a1"
vvis launcher error: can't load vvis_dll.dll
The specified procedure could not be found.
VVIS isn't running, it looks like you have an error with one of your files. Not a leak.
 

hutty

aa
Mar 30, 2014
538
444
The thing that makes the leaks
pro tip, kill it and never see leaks again /s


VVIS is the bit that checks your map for holes and sets up the optimizations ( so your map doesn't have low fps). If it doesn't do its thing your map won't get lighting either.

idk exactly whats going on with your map, did you compile on very low settings?

there are some errors that may or may not be related, plop them in here http://www.interlopers.net/errors/ for more details
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The thing that makes the leaks
pro tip, kill it and never see leaks again /s


VVIS is the bit that checks your map for holes and sets up the optimizations ( so your map doesn't have low fps). If it doesn't do its thing your map won't get lighting either.

idk exactly whats going on with your map, did you compile on very low settings?

there are some errors that may or may not be related, plop them in here http://www.interlopers.net/errors/ for more details
Actually, VBSP checks for leaks. Everything else is accurate.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
VRAD can work perfectly fine even without VVIS.
VRAD only does direct lighting without VVIS- no light bouncing- so yes, you'll get lighting, but it will look weird and wonky- I'd hardly call that "perfectly fine".
 

200

L2: Junior Member
Aug 11, 2013
54
79
You probably have the same error me and a couple of other people are having after the latest TF2 updates. More info here. I managed to fix it by completely removing contents of my /bin folder and then verifying the game cache from the Steam Library. Also, you have a huge brush somewhere near (-1527.9 255.8 -608.0), just split it in half to get rid of this error.
 
Mar 23, 2013
1,013
347
VRAD only does direct lighting without VVIS- no light bouncing- so yes, you'll get lighting, but it will look weird and wonky- I'd hardly call that "perfectly fine".

ah you're right, what I meant to say is that VVIS isn't required at all to use VRAD, since it does work and give a good impression on the final result without VVIS.

Edit: How is this disagreeable? @henke37 Have you never tried to run VRAD without VVIS?
Please explain why you voted this way, so I can learn from it. Otherwise the rating is pointless and unneeded
 
Last edited:

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
managed to fix it by completely removing contents of my /bin folder and then verifying the game cache from the Steam Library
Already did that
 

hutty

aa
Mar 30, 2014
538
444
Well, thats not good, sounds like you got a serious issue with your installation.
 

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Do other maps compile fine?
wait, by other maps, do you mean valve maps included? because valve maps work fine. Even custom maps. Just my maps are broken, no mater what water.
 

hutty

aa
Mar 30, 2014
538
444
I meant if you make a new map that is just a simple box with a spawn, will it still fail to compile. (or take a map that others can compile and seeing if it works on your machine)