Weird Prop

mat_mot0

L2: Junior Member
Feb 11, 2018
88
4
One of the prop I placed in my map is causing compile errors. Interlopers.net says I got a prop error which leads to the void however I'm not sure how to fix it.
This is my console 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_the_map_beta.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_the_map_beta.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_the_map_beta/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_the_map_beta/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/koth_the_map_beta/pl_barnblitz/blendmetalroofsnow_02_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 (-480.20 -48.00 512.46) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 34 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (764265 bytes)
Static prop models/props_mvm/construction_light02.mdl outside the map (-464.00, -464.00, 512.46)
Static prop models/props_mvm/construction_light02.mdl outside the map (1208.10, 456.28, 512.46)
Static prop models/props_mvm/construction_light02.mdl outside the map (-480.20, -48.00, 512.46)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 168 texinfos to 112
Reduced 41 texdatas to 35 (1119 bytes to 871)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta.bsp
Wrote ZIP buffer, estimated size 214005, actual size 212987
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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta"

Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta.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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta"

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

Valve Radiosity Simulator
4 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_the_map_beta.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.91 seconds)
927 faces
4 degenerate faces
106634 square feet [15355386.00 square inches]
13 Displacements
21496 Square Feet [3095554.25 Square Inches]
sun extent from map=0.008727
22 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 159/8192 1908/98304 ( 1.9%)
brushsides 1013/65536 8104/524288 ( 1.5%)
planes 464/65536 9280/1310720 ( 0.7%)
vertexes 1516/65536 18192/786432 ( 2.3%)
nodes 769/65536 24608/2097152 ( 1.2%)
texinfos 112/12288 8064/884736 ( 0.9%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 3549/0 70980/0 ( 0.0%)
disp_tris 6272/0 12544/0 ( 0.0%)
disp_lmsamples 61111/0 61111/0 ( 0.0%)
faces 927/65536 51912/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 584/65536 32704/3670016 ( 0.9%)
leaves 788/65536 25216/2097152 ( 1.2%)
leaffaces 1069/65536 2138/131072 ( 1.6%)
leafbrushes 374/65536 748/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6782/512000 27128/2048000 ( 1.3%)
edges 3930/256000 15720/1024000 ( 1.5%)
LDR worldlights 22/8192 1936/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 124/32768 1240/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1998/65536 3996/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 754560/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 18171/393216 ( 4.6%)
LDR ambient table 788/65536 3152/262144 ( 1.2%)
HDR ambient table 788/65536 3152/262144 ( 1.2%)
LDR leaf ambient 5444/65536 152432/1835008 ( 8.3%)
HDR leaf ambient 788/65536 22064/1835008 ( 1.2%)
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] 1/6408 ( 0.0%)
pakfile [variable] 212987/0 ( 0.0%)
physics [variable] 764265/4194304 (18.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2592
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_the_map_beta.bsp
5 seconds elapsed

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

problem_pic.png
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
Okay, so I think you missed an important step in how mapping on the source engine works.

Your map has to be "sealed" from the black void around it. It can only be sealed with world brushes, so anything like func_detail or func_brush wont do it. Also any material with a transparency will also leak (no windows to the void.)

You can see what is a world brush or an entity brush by going to the auto tab under visgroups and unchecking the following (and everything under each category will uncheck with it): Tool Brushes, Entities, World Data, Custom, Displacements, and water.

Everything left is what is sealing your map. You need to make the interior of your map not exposed to the outside void anywhere. Think of it like sealing up a space ship. Any hole to the vacuum of the "void" outside and your ship is compromised.

You can read more about it here:
https://developer.valvesoftware.com/wiki/Leak

Or, I talk about it in this video here, along with all the steps the compiler is doing, and how to find leaks:
View: https://www.youtube.com/watch?v=AJ0a8JrIiDM