Mystery leak in nothing

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
28
8
Hi, I'm making a koth map, and have been having very few problems up until I started adding displacements. Up until before I did this there were no problems with leaks. I know that displacements can spell trouble for leaks and things, but for the life of me I can't figure it out. When I load a point file it keeps saying all of these random things like light sources, solid non-displacement walls, and doors are the cause of the leak. Every time I remove these things it just points me to another thing (All of which were things here that didn't cause trouble in previous versions which I never changed). I then tried removing all of the displacements that I had added and still nothing. Finally I rolled back to several versions prior and for some reason now there were issues there too. What the heck.

Here's the log:

** 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_roughpatch_b4.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
8 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_roughpatch_b4.vmf
material "concrete/fortwall009" not found.
Material not found!: CONCRETE/FORTWALL009
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "construction/brick/constructwall002" not found.
Material not found!: CONSTRUCTION/BRICK/CONSTRUCTWALL002
material "brick/adobe003" not found.
Material not found!: BRICK/ADOBE003
Patching WVT material: maps/koth_roughpatch_b4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_roughpatch_b4/nature/blendgroundtogravel003_wvt_patch
Patching WVT material: maps/koth_roughpatch_b4/dev/dev_blendmeasure2_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 func_respawnroomvisualizer (5968.00 2132.00 0.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3100.0 8.0)
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 (5120.0 3612.0 8.0)
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 (5120.0 3584.0 676.0)
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 (4608.0 4096.0 332.0)
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 (4096.0 2560.0 448.0)
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 (4096.0 2560.0 980.0)
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 (4096.0 2560.0 -200.0)
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 (4256.0 2048.0 -8.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
material "skybox/sky_well_02rt" not found.
Can't load skybox file skybox/sky_well_02 to build the default cubemap!
Can't load skybox file skybox/sky_well_02 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (217190 bytes)
Static prop models/props_hydro/3pipe_straight_64.mdl outside the map (3544.00, -152.00, 493.79)
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 301 texinfos to 243
Reduced 57 texdatas to 53 (1423 bytes to 1309)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
Wrote ZIP buffer, estimated size 2003, actual size 1521
1 second elapsed
CMaterialDict::Shutdown m_MissingList count: 4

** 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_roughpatch_b4"

Valve Software - vvis.exe (Oct 14 2017)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.prt


** 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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4"

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

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.33 seconds)
3514 faces
924625 square feet [133146112.00 square inches]
193 Displacements
122049 Square Feet [17575178.00 Square Inches]
sun extent from map=0.026177
65 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0220 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (45)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 594/8192 7128/98304 ( 7.3%)
brushsides 4005/65536 32040/524288 ( 6.1%)
planes 1992/65536 39840/1310720 ( 3.0%)
vertexes 5727/65536 68724/786432 ( 8.7%)
nodes 2658/65536 85056/2097152 ( 4.1%)
texinfos 243/12288 17496/884736 ( 2.0%)
texdata 53/2048 1696/65536 ( 2.6%)
dispinfos 193/0 33968/0 ( 0.0%)
disp_verts 15633/0 312660/0 ( 0.0%)
disp_tris 24704/0 49408/0 ( 0.0%)
disp_lmsamples 331136/0 331136/0 ( 0.0%)
faces 3514/65536 196784/3670016 ( 5.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1954/65536 109424/3670016 ( 3.0%)
leaves 2689/65536 86048/2097152 ( 4.1%)
leaffaces 3771/65536 7542/131072 ( 5.8%)
leafbrushes 1313/65536 2626/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24368/512000 97472/2048000 ( 4.8%)
edges 14701/256000 58804/1024000 ( 5.7%)
LDR worldlights 65/8192 5720/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 366/32768 3660/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5541/65536 11082/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4718948/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43597/393216 (11.1%)
LDR ambient table 2689/65536 10756/262144 ( 4.1%)
HDR ambient table 2689/65536 10756/262144 ( 4.1%)
LDR leaf ambient 18210/65536 509880/1835008 (27.8%)
HDR leaf ambient 2689/65536 75292/1835008 ( 4.1%)
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] 1/12422 ( 0.0%)
pakfile [variable] 1521/0 ( 0.0%)
physics [variable] 217190/4194304 ( 5.2%)
physics terrain [variable] 27927/1048576 ( 2.7%)

Level flags = 0

Total triangle count: 9465
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
1 minute, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_roughpatch_b4.bsp"
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well yeah, deleting a leaking entity doesn't fix the leak so a new entity will leak in place of it.

Seeing how you started getting issues after adding displacements, know that displacements don't seal the map. If you make a displacement that "touches" the void on the other side you should seal that up with a nodraw/skybox-textured world brush. Entity origins can also become mismatched from the entity they're attached to causing a leak, you can realign them with this: https://developer.valvesoftware.com/wiki/Leak#Mismatched_entity_origins

I suggest you look at that entire page about what leaks are and how to find and fix them.
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
28
8
Well yeah, deleting a leaking entity doesn't fix the leak so a new entity will leak in place of it.

Seeing how you started getting issues after adding displacements, know that displacements don't seal the map. If you make a displacement that "touches" the void on the other side you should seal that up with a nodraw/skybox-textured world brush. Entity origins can also become mismatched from the entity they're attached to causing a leak, you can realign them with this: https://developer.valvesoftware.com/wiki/Leak#Mismatched_entity_origins

I suggest you look at that entire page about what leaks are and how to find and fix them.
I'll check out that page but I'm pretty sure I've accounted for those things. I've sealed off all of my displacements so none "touch" the void, and besides the point files never tell me that the leak is coming from the displacements. And I know that deleting the entity won't remove a leak entirely, but I find it suspicious that every thing pointed to by the pointfile seem harmless, have been harmless in previous versions, and then once I remove them or fix them it just points me to another, completely unrelated thing.

And I'm not sure if this is anything but the way I had thought pointfiles worked was that it went from a player spawn to the leak, whereas my pointfiles seems to have two arbitrary end points, one usually at some random thing and the other just dipping to the void through a solid surface, not even at an edge.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
You have to look at the path of the point file. It shows the leak by showing a path from the void to an entity in the leaking area (all entities must be within the boundaries of the map, so naturally hammer uses the entities to determine if an area is supposed to be part of the gameplay area). The point file will not pass through world geometry capable of sealing the map, so if the line goes through something you thought sealed the map, well, then it doesn't.

Can you take a screenshot of it?
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Another cause of a leak is if it is possible to draw a line between two faces of the same areaportal brush without passing through any areaportal or other map-sealing geometry.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
Yeah, deleting an entity that's leaking isn't going to solve the problem.
I'm not quite sure if you already knew this or if I'm misreading, but ye~