black brushes on map and leak in a fully sealed off room

Discussion in 'Mapping Questions & Discussion' started by shakez, Oct 2, 2017.

  1. shakez

    shakez L1: Registered

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    hey, i have some problems:
    1. some brushes appear black on the map ingame. they should have a texture, hammer shows everything fine
    2. in one room there is a small gap which is causing a leak but in hammer that wall is fully connected to a ceiling

    what is causing this and how can i fix this?
     
  2. red3pit

    red3pit L5: Dapper Member

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    Compile log, pls.
     
  3. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    Make sure the brushes fully connect, even if it is by 1 HU, and that you havn't func_detailed a wall.
    The brushes might be black because the origin has no lightsource, although not sure if I'm thinking of props
     
  4. shakez

    shakez L1: Registered

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    here is 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\sourcesdk_content\tf\mapsrc\jump_kek.vmf"

    Valve Software - vbsp.exe (Jun 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\sourcesdk_content\tf\mapsrc\jump_kek.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/jump_kek/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/jump_kek/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 trigger_hurt (208.00 -1344.00 5608.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 5120.0 10192.0)
    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 (15360.0 4608.0 10192.0)
    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 (13824.0 5120.0 10192.0)
    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 (12800.0 5120.0 10192.0)
    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 (15360.0 3584.0 10192.0)
    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 (15360.0 2560.0 10192.0)
    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 (11776.0 5120.0 10192.0)
    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 (10752.0 5120.0 10192.0)
    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:

    *** 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)
    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...
    done (11) (225803 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1002 texinfos to 510
    Reduced 57 texdatas to 47 (1619 bytes to 1393)
    Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.bsp
    Wrote ZIP buffer, estimated size 533697, actual size 531205
    11 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\sourcesdk_content\tf\mapsrc\jump_kek"

    Valve Software - vvis.exe (Jun 14 2017)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.bsp
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.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\sourcesdk_content\tf\mapsrc\jump_kek"

    Valve Software - vrad.exe SSE (Jun 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\sourcesdk_content\tf\mapsrc\jump_kek.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.15 seconds)
    5509 faces
    66198224 square feet [9532544000.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    50 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Build Patch/Sample Hash Table(s).....Done<0.0366 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (20)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 82/1024 3936/49152 ( 8.0%)
    brushes 534/8192 6408/98304 ( 6.5%)
    brushsides 4134/65536 33072/524288 ( 6.3%)
    planes 4334/65536 86680/1310720 ( 6.6%)
    vertexes 8526/65536 102312/786432 (13.0%)
    nodes 4946/65536 158272/2097152 ( 7.5%)
    texinfos 510/12288 36720/884736 ( 4.2%)
    texdata 47/2048 1504/65536 ( 2.3%)
    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 5509/65536 308504/3670016 ( 8.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1743/65536 97608/3670016 ( 2.7%)
    leaves 5029/65536 160928/2097152 ( 7.7%)
    leaffaces 6156/65536 12312/131072 ( 9.4%)
    leafbrushes 2101/65536 4202/131072 ( 3.2%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 31349/512000 125396/2048000 ( 6.1%)
    edges 17021/256000 68084/1024000 ( 6.6%)
    LDR worldlights 50/8192 4400/720896 ( 0.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 235/32768 2350/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3411/65536 6822/131072 ( 5.2%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 22/512 7744/180224 ( 4.3%)
    LDR lightdata [variable] 5104152/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 32122/393216 ( 8.2%)
    LDR ambient table 5029/65536 20116/262144 ( 7.7%)
    HDR ambient table 5029/65536 20116/262144 ( 7.7%)
    LDR leaf ambient 28185/65536 789180/1835008 (43.0%)
    HDR leaf ambient 5029/65536 140812/1835008 ( 7.7%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 531205/0 ( 0.0%)
    physics [variable] 225803/4194304 ( 5.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 13216
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\jump_kek.bsp
    36 seconds elapsed

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


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "jump_kek" -steam
     
  5. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity trigger_hurt (208.00 -1344.00 5608.00) leaked!
    Here's the problem
     
  6. shakez

    shakez L1: Registered

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    even if i remove that entity and compile it again i still have those problems
     
  7. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    check every single wall and make sure it isn't a trigger you made accidentally
     
  8. Crash

    aa Crash func_nerd

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    The problem isn't the entity, the problem is that your map has a leak in it. If you remove that entity, another one will just start leaking.


    View: https://www.youtube.com/watch?v=AJ0a8JrIiDM

    This video at about 4 minutes in explains leaks and shows you how to find where the leak is. The whole thing is good to know, though.
     
  9. shakez

    shakez L1: Registered

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    well the entities only leak because they are a giant box around the map. but other maps have this as well and there are no problems
     
  10. Crash

    aa Crash func_nerd

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    Because their origin points are inside the map. You can move this if you select it with helpers :helpers: turned on. They are causing a leak and the leak is causing problems.
     
  11. shakez

    shakez L1: Registered

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    i think that fixed it, ty
     
  12. Lampenpam

    aa Lampenpam

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    Are you making a giant skybox-box around your map to prevent leaks? That's a pretty unoptimzied idea and will give you plenty of problems later like long compile times, big filesize and eventuall framerate issues. Seal your map properly and dont make a giant box around it.
     
    • Agree Agree x 1
  13. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    I find the cordon is great at first, and once you have the layout decided, then you should move on to a good skybox that wraps the map
     
  14. shakez

    shakez L1: Registered

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    no, i have a trigger_hurt and func_regenerate covering everything, im making a jump map
     
  15. Lampenpam

    aa Lampenpam

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    oh I see, yeah those are fine. Just enable :helpers: and check if their origin is inside the map. But you already figured it out appearently.
     
  16. Crash

    aa Crash func_nerd

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    It's much easier to just seal as you go instead of finding problems later.

    Also, they aren't talking about the box skybox method at all anyway.