Ammo pack leaked, but its not leaking?

Discussion in 'Mapping Questions & Discussion' started by Turnip, Jan 19, 2016.

  1. Turnip

    aa Turnip The 80s Vegetable

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    803
    upload_2016-1-19_2-29-4.png

    I tried to compile my map, but this ammo pack was aparently leaking the map. I loaded the point file, and I see this strange red line... (bare in mind I have NO clue what point files are, but I heard its a good way to check for problems)
    I used the 'check for problems' and nothing showed about this leak.
    ---
    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_chargingstation_a2.vmf"

    Valve Software - vbsp.exe (Dec 30 2015)
    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_chargingstation_a2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity item_ammopack_medium (-2400.00 1200.00 -96.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 44 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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) (138552 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 189 texinfos to 118
    Reduced 44 texdatas to 43 (981 bytes to 959)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp
    2 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_chargingstation_a2"

    Valve Software - vvis.exe (Dec 30 2015)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.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_chargingstation_a2"

    Valve Software - vrad.exe SSE (Dec 30 2015)

    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_chargingstation_a2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.11 seconds)
    1572 faces
    424646 square feet [61149096.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.052336
    413 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Build Patch/Sample Hash Table(s).....Done<0.0061 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 (4)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 28/1024 1344/49152 ( 2.7%)
    brushes 390/8192 4680/98304 ( 4.8%)
    brushsides 2382/65536 19056/524288 ( 3.6%)
    planes 602/65536 12040/1310720 ( 0.9%)
    vertexes 2846/65536 34152/786432 ( 4.3%)
    nodes 1386/65536 44352/2097152 ( 2.1%)
    texinfos 118/12288 8496/884736 ( 1.0%)
    texdata 43/2048 1376/65536 ( 2.1%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1572/65536 88032/3670016 ( 2.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 967/65536 54152/3670016 ( 1.5%)
    leaves 1415/65536 45280/2097152 ( 2.2%)
    leaffaces 1822/65536 3644/131072 ( 2.8%)
    leafbrushes 1461/65536 2922/131072 ( 2.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 11501/512000 46004/2048000 ( 2.2%)
    edges 7021/256000 28084/1024000 ( 2.7%)
    LDR worldlights 413/8192 36344/720896 ( 5.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 256/32768 2560/327680 ( 0.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4176/65536 8352/131072 ( 6.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 9/512 3168/180224 ( 1.8%)
    LDR lightdata [variable] 978204/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 197274/393216 (50.2%)
    LDR ambient table 1415/65536 5660/262144 ( 2.2%)
    HDR ambient table 1415/65536 5660/262144 ( 2.2%)
    LDR leaf ambient 8750/65536 245000/1835008 (13.4%)
    HDR leaf ambient 1415/65536 39620/1835008 ( 2.2%)
    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] 1/3356 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 138552/4194304 ( 3.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4507
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp
    10 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_chargingstation_a2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_chargingstation_a2.bsp"
     
  2. Bogdy

    Bogdy L4: Comfortable Member

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    Remove it and place another one instead?
     
  3. TheNotoriousTEK

    TheNotoriousTEK L1: Registered

    Messages:
    37
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    2
    func_details do not seal the world from the void. I am unsure, but the ramp that the line is going through might be a func_detail. If it is, make it a world brush by selecting it and pressing Ctrl+Shift+W
     
  4. Izotope

    aa Izotope Never releases maps

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    You should untick the "func_detail" visgroup and then go around your map to see if there are any holes.
    If there are, seal them with nodraw brushes. Then enable the func_detail visgroup again and compile.
     
  5. Turnip

    aa Turnip The 80s Vegetable

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    I did not know func_details acted like displacements and did not seal the map. I fixed the leak, and it took me a while because there was like 5 or 6 of those ramps with nothing under them...
     
  6. Vel0city

    aa Vel0city func_fish

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    Well, the name should kinda give it away. A func_detail is an entity, and entities can't seal the world.
     
  7. Lampenpam

    aa Lampenpam

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    500+ posts and still no idea how a point file or func_detail works? o.ô
    You might wanna look into optimisation again, before you run in trouble with that
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  8. Turnip

    aa Turnip The 80s Vegetable

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    Ohh baby you dont even know my level...
    -0 counts as a level right?