Leak but no cause?

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
Hey, I've been having some ongoing issues with leaks in my map. For a while I had some very strange point file readings that seemed completely random, however I got that issue fixed. My new problem is that now I can't even load a point file, it doesn't exist, which I thought meant there were no leaks. And yes, I have run the map before trying to load a point file. But still when I compile the map there's still evidently some kind of leak. I've checked out the leak page: https://developer.valvesoftware.com/wiki/Leak#Mismatched_entity_origins and nothing on there seems to help me. I have no displacements touching void, no mismatched entities, nothing outside in the void, etc.

Here's the compile 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_b5.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_b5.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_b5/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_roughpatch_b5/nature/blendgroundtogravel003_wvt_patch
Patching WVT material: maps/koth_roughpatch_b5/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)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.prt...Building visibility clusters...
done (1)
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) (230390 bytes)
Static prop models/props_hydro/3pipe_straight_64.mdl outside the map (328.00, -216.00, 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 230
Reduced 57 texdatas to 50 (1423 bytes to 1183)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.bsp
Wrote ZIP buffer, estimated size 2003, actual size 1521
2 seconds 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5"

Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.prt
708 portalclusters
1970 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (18)
Optimized: 1738 visible clusters (0.86%)
Total clusters visible: 201316
Average clusters visible: 284
Building PAS...
Average clusters audible: 645
visdatasize:116084 compressed from 135936
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.bsp
18 seconds elapsed

** 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_roughpatch_b5"

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_b5.bsp
Setting up ray-trace acceleration structure... Done (1.34 seconds)
2836 faces
777792 square feet [112002136.00 square inches]
190 Displacements
123354 Square Feet [17763114.00 Square Inches]
2836 patches before subdivision
75400 patches after subdivision
sun extent from map=0.026177
65 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 6539987, max 391
transfer lists: 49.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(389574, 329363, 297904)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(110629, 87235, 74189)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(37019, 26740, 21628)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12983, 8598, 6742)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4773, 2893, 2234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1794, 996, 769)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(687, 350, 273)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(267, 124, 99)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(105, 45, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(42, 16, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(17, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(7, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0243 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (19)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 632/8192 7584/98304 ( 7.7%)
brushsides 4200/65536 33600/524288 ( 6.4%)
planes 1994/65536 39880/1310720 ( 3.0%)
vertexes 4702/65536 56424/786432 ( 7.2%)
nodes 1753/65536 56096/2097152 ( 2.7%)
texinfos 230/12288 16560/884736 ( 1.9%)
texdata 50/2048 1600/65536 ( 2.4%)
dispinfos 190/0 33440/0 ( 0.0%)
disp_verts 15390/0 307800/0 ( 0.0%)
disp_tris 24320/0 48640/0 ( 0.0%)
disp_lmsamples 333352/0 333352/0 ( 0.0%)
faces 2836/65536 158816/3670016 ( 4.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1628/65536 91168/3670016 ( 2.5%)
leaves 1784/65536 57088/2097152 ( 2.7%)
leaffaces 3018/65536 6036/131072 ( 4.6%)
leafbrushes 1636/65536 3272/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19855/512000 79420/2048000 ( 3.9%)
edges 12182/256000 48728/1024000 ( 4.8%)
LDR worldlights 65/8192 5720/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 280/32768 2800/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4284/65536 8568/131072 ( 6.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4715396/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 116084/16777216 ( 0.7%)
entdata [variable] 43651/393216 (11.1%)
LDR ambient table 1784/65536 7136/262144 ( 2.7%)
HDR ambient table 1784/65536 7136/262144 ( 2.7%)
LDR leaf ambient 9105/65536 254940/1835008 (13.9%)
HDR leaf ambient 1784/65536 49952/1835008 ( 2.7%)
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] 1/12644 ( 0.0%)
pakfile [variable] 1521/0 ( 0.0%)
physics [variable] 230390/4194304 ( 5.5%)
physics terrain [variable] 28020/1048576 ( 2.7%)

Level flags = 0

Total triangle count: 7679
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.bsp
1 minute, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_roughpatch_b5.bsp"
 
Mar 23, 2013
1,013
347
As the website doesn't make this clear: when you do displacements, you only select the faces of the brush which are supposed to be a displacement when creating them. This way, all unecessary faces of the brush simply disappear. Otherwise you would have plenty of displacements beneath your map which are renderd, eat up lighting informations and cause other issues.
To remove all the unecessary displacements you have, select them all with the texture tool, go to the displacement tap and click "destroy" to delete all selected displacements.
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
As the website doesn't make this clear: when you do displacements, you only select the faces of the brush which are supposed to be a displacement when creating them. This way, all unecessary faces of the brush simply disappear. Otherwise you would have plenty of displacements beneath your map which are renderd, eat up lighting informations and cause other issues.
To remove all the unecessary displacements you have, select them all with the texture tool, go to the displacement tap and click "destroy" to delete all selected displacements.
Right I get that, my only question at this point is that there's a lighting bug which the site claims it's from having too many displacements touching which causes dark lines to surround each displacement. But how am I supposed to fix that if all of those are supposed to be displacements? Because otherwise I'm not able to paint alpha and things like that, and I don't want just flat textures...
 

200

L2: Junior Member
Aug 11, 2013
54
79
Right I get that, my only question at this point is that there's a lighting bug which the site claims it's from having too many displacements touching which causes dark lines to surround each displacement. But how am I supposed to fix that if all of those are supposed to be displacements? Because otherwise I'm not able to paint alpha and things like that, and I don't want just flat textures...


In order to avoid displacement light bugs - be sure to get your displacements properly sewed. This requires some planning, because it may be confusing for the first time.

Always make your displacements from brushes that perfectly touch the edges of each other, avoid displacements that extend beyond the end of length / width of the sides. Make your displacements from brushes that have similar sizes: 256x256 units will sew with 256x256 units.

For example, this is how good displacement planning looks like if you need to make a corner wall:

OXsQZx2.png


Those are 512x512 cubes, perfectly connected with their edges, only required faces are selected.

OvdNV2Z.png


Select all of them at once and you are free to paint alpha and paint any geometry you want - they will stay perfectly sewed and there will be no light bugs.

This is how bad displacement management looks like - different-sized brushes, faces extend beyond limits of each other:

CdorrBm.png


Notice how all the brushes have different sizes, alpha painting has mismatching texture in the corner and the top right brush is disconnected from the big right one.

This is how it looks like after compiling:

Bad one:

zA83Eb6.jpg


Good one (had to turn fullbright on because of the sun angle):

KZnX28N.jpg
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
In order to avoid displacement light bugs - be sure to get your displacements properly sewed. This requires some planning, because it may be confusing for the first time.

Always make your displacements from brushes that perfectly touch the edges of each other, avoid displacements that extend beyond the end of length / width of the sides. Make your displacements from brushes that have similar sizes: 256x256 units will sew with 256x256 units.

For example, this is how good displacement planning looks like if you need to make a corner wall:

OXsQZx2.png


Those are 512x512 cubes, perfectly connected with their edges, only required faces are selected.

OvdNV2Z.png


Select all of them at once and you are free to paint alpha and paint any geometry you want - they will stay perfectly sewed and there will be no light bugs.

This is how bad displacement management looks like - different-sized brushes, faces extend beyond limits of each other:

CdorrBm.png


Notice how all the brushes have different sizes, alpha painting has mismatching texture in the corner and the top right brush is disconnected from the big right one.

This is how it looks like after compiling:

Bad one:

zA83Eb6.jpg


Good one (had to turn fullbright on because of the sun angle):

KZnX28N.jpg
That helps, thanks.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
In order to avoid displacement light bugs - be sure to get your displacements properly sewed. This requires some planning, because it may be confusing for the first time.

Always make your displacements from brushes that perfectly touch the edges of each other, avoid displacements that extend beyond the end of length / width of the sides. Make your displacements from brushes that have similar sizes: 256x256 units will sew with 256x256 units.

For example, this is how good displacement planning looks like if you need to make a corner wall:

OXsQZx2.png


Those are 512x512 cubes, perfectly connected with their edges, only required faces are selected.

OvdNV2Z.png


Select all of them at once and you are free to paint alpha and paint any geometry you want - they will stay perfectly sewed and there will be no light bugs.

This is how bad displacement management looks like - different-sized brushes, faces extend beyond limits of each other:

CdorrBm.png


Notice how all the brushes have different sizes, alpha painting has mismatching texture in the corner and the top right brush is disconnected from the big right one.

This is how it looks like after compiling:

Bad one:

zA83Eb6.jpg


Good one (had to turn fullbright on because of the sun angle):

KZnX28N.jpg

You're not forced to use a standard size for your displacements, as long as both of the vertices are touching each other and you use the same power you're fine. Use power 2 as a standard, most of the time you will have small displaced brushes and a power of 3 is getting useless under 256 units.
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
You're not forced to use a standard size for your displacements, as long as both of the vertices are touching each other and you use the same power you're fine. Use power 2 as a standard, most of the time you will have small displaced brushes and a power of 3 is getting useless under 256 units.
Good to know, thanks