Leak that is tied to itself?

savageindigo

L1: Registered
Nov 11, 2008
31
2
Need help with this leak. I completely redesigned the level and there have been about 5 or 6 leaks that I have had to fix. I have fixed all of them, except this last leak.

Here's the log:


** Executing...
** Command: "c:\program files\steam\steamapps\monkeyonstrike\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\tf" "C:\Program Files\Steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (516.00 133.21 -1576.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3840.0 3072.0 2274.0)
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:

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 (2048.0 3168.0 841.5)
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)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 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) (118273 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 107 texinfos to 83
Reduced 16 texdatas to 15 (344 bytes to 321)
Writing C:\Program Files\Steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.bsp
2 seconds elapsed


** Executing...
** Command: "c:\program files\steam\steamapps\monkeyonstrike\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\tf" "C:\Program Files\Steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.bsp
reading c:\program files\steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.prt


** Executing...
** Command: "c:\program files\steam\steamapps\monkeyonstrike\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\tf" "C:\Program Files\Steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.94 seconds)
4988 faces
5 degenerate faces
2629683 square feet [378674432.00 square inches]
8 Displacements
87938 Square Feet [12663199.00 Square Inches]
119 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (135)
Build Patch/Sample Hash Table(s).....Done<0.1105 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (101)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 250/8192 3000/98304 ( 3.1%)
brushsides 2578/65536 20624/524288 ( 3.9%)
planes 3498/65536 69960/1310720 ( 5.3%)
vertexes 8157/65536 97884/786432 (12.4%)
nodes 3420/65536 109440/2097152 ( 5.2%)
texinfos 83/12288 5976/884736 ( 0.7%)
texdata 15/2048 480/65536 ( 0.7%)
dispinfos 8/0 1408/0 ( 0.0%)
disp_verts 648/0 12960/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 61824/0 61824/0 ( 0.0%)
faces 4988/65536 279328/3670016 ( 7.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1196/65536 66976/3670016 ( 1.8%)
leaves 3426/65536 109632/2097152 ( 5.2%)
leaffaces 5919/65536 11838/131072 ( 9.0%)
leafbrushes 1781/65536 3562/131072 ( 2.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 29396/512000 117584/2048000 ( 5.7%)
edges 15569/256000 62276/1024000 ( 6.1%)
LDR worldlights 119/8192 10472/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 584/32768 5840/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8148/65536 16296/131072 (12.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14965884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 31550/393216 ( 8.0%)
LDR ambient table 3426/65536 13704/262144 ( 5.2%)
HDR ambient table 3426/65536 13704/262144 ( 5.2%)
LDR leaf ambient 23485/65536 657580/1835008 (35.8%)
HDR leaf ambient 3426/65536 95928/1835008 ( 5.2%)
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] 1/6730 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 118273/4194304 ( 2.8%)
physics terrain [variable] 2484/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 14273
Writing c:\program files\steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.bsp
4 minutes, 8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\monkeyonstrike\sourcesdk_content\tf\mapsrc\elorantemple2dec31experiment.bsp" "c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\tf\maps\elorantemple2dec31experiment.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\monkeyonstrike\team fortress 2\tf" +map "elorantemple2dec31experiment"

The hurt entity is actually not leaking, I guess its attached to the red pointfile somehow... except the pointfile is pointing to nothing, as is just sitting outside of the level. I attached a picture to show you guys...

Thanks for your help
 
Jan 31, 2008
555
1,482
It could be an origin of some entity inside the map that is outside the map.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I've found that the pointfile has a rare occasion of being wrong. I'd say 90% of the time it points to what I need to fix, but sometimes I've had it completely go off in the wrong direction. Do your best to find the leak in that area, change it up a bit, compile, and see if the pointfile updates itself to better find your problem.

Otherwise, upload your .vmf and let us take a look at it. Hope you fix it.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Select the trigger_hurt, then Tools>Center Origins. The origin is the little white circle (2D) and blue sphere (3D) and that is what has to be sealed up for a brush entity not to leak, the whole actual brush can be outside if the origin is inside.
 

savageindigo

L1: Registered
Nov 11, 2008
31
2
Thanks you guys!! I reduced the size of my map, cutting the trigger hurt entity and I guess I cut it where the origin was outside the map... weird... thanks again