Compile Error in Hammer - Find portal side/leak

Discussion in 'Mapping Questions & Discussion' started by jony1266, Jul 5, 2015.

  1. jony1266

    jony1266 L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    I got this error recently when compiling my map, which has a skybox and everything, so no leak in that aspect, but now, it claims that my "trigger_multiple" entity, which I use to make my door open and close, is leaked. I look to the coordinates of the error, but it is outside of the map. I use the automatically generated point-file, and it shows a short line, not even going through the inside of my map. Now, when I open my map in-game, it shows a blur in place of the skybox. I put this into interlopers.net, and it said that I should "simplify" the area, but it's a normal door, made with the tutorial on Valve's website, so it should work, right? Thanks in advance.

    The compile is shown below:
    Code:
    ** 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\map_contest.vmf"
    
    Valve Software - vbsp.exe (Jul  2 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\map_contest.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/map_contest/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    [B]**** leaked ****[/B]
    Entity trigger_multiple (-3240.01 -1960.00 -211.33) leaked!
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1264.0 -136.0)
    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: 
    
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 -72.0)
    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: 
    
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 64.0)
    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: 
    
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 576.0)
    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: 
    
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1264.0 1160.0)
    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: 
    
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (4096.0 1776.0 1096.0)
    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: 
    
    
    [B]FindPortalSide: [/B]Couldn't find a good match for which brush to assign to a portal near (4608.0 2048.0 512.0)
    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: 
    
    
    [B]FindPortalSide:[/B] Couldn't find a good match for which brush to assign to a portal near (5120.0 1536.0 512.0)
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_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) (23686 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 151 texinfos to 90
    Reduced 14 texdatas to 13 (331 bytes to 310)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
    3 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\map_contest"
    
    Valve Software - vvis.exe (Jul  2 2015)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.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\map_contest"
    
    Valve Software - vrad.exe SSE (Jul  2 2015)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.11 seconds)
    847 faces
    1032915 square feet [148739872.00 square inches]
    3 Displacements
    3129 Square Feet [450671.28 Square Inches]
    sun extent from map=0.173648
    17 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
    Build Patch/Sample Hash Table(s).....Done<0.0166 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 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  21/1024         1008/49152    ( 2.1%) 
    brushes                 57/8192          684/98304    ( 0.7%) 
    brushsides             346/65536        2768/524288   ( 0.5%) 
    planes                 354/65536        7080/1310720  ( 0.5%) 
    vertexes              1062/65536       12744/786432   ( 1.6%) 
    nodes                  493/65536       15776/2097152  ( 0.8%) 
    texinfos                90/12288        6480/884736   ( 0.7%) 
    texdata                 13/2048          416/65536    ( 0.6%) 
    dispinfos                3/0             528/0        ( 0.0%) 
    disp_verts             243/0            4860/0        ( 0.0%) 
    disp_tris              384/0             768/0        ( 0.0%) 
    disp_lmsamples        8092/0            8092/0        ( 0.0%) 
    faces                  847/65536       47432/3670016  ( 1.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              214/65536       11984/3670016  ( 0.3%) 
    leaves                 515/65536       16480/2097152  ( 0.8%) 
    leaffaces              863/65536        1726/131072   ( 1.3%) 
    leafbrushes            168/65536         336/131072   ( 0.3%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges             4466/512000      17864/2048000  ( 0.9%) 
    edges                 2339/256000       9356/1024000  ( 0.9%) 
    LDR worldlights         17/8192         1496/720896   ( 0.2%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             16/32768         160/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           234/65536         468/131072   ( 0.4%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 3/512          1056/180224   ( 0.6%) 
    LDR lightdata         [variable]     1143900/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]       18738/393216   ( 4.8%) 
    LDR ambient table      515/65536        2060/262144   ( 0.8%) 
    HDR ambient table      515/65536        2060/262144   ( 0.8%) 
    LDR leaf ambient      2155/65536       60340/1835008  ( 3.3%) 
    HDR leaf ambient       515/65536       14420/1835008  ( 0.8%) 
    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]           1/1952     ( 0.1%) 
    pakfile               [variable]         393/0        ( 0.0%) 
    physics               [variable]       23686/4194304  ( 0.6%) 
    physics terrain       [variable]         175/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 1916
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map_contest.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\map_contest.bsp"
    
    
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,033
    Positive Ratings:
    3,980
    Did you move your map around? The origin is probably outside the map. Select your brush entities and center the origins. I forget what menu it's in, but it's in one of the top menus.
     
    • Thanks Thanks x 1
  3. jony1266

    jony1266 L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Thank you so much, this solved my problem. :thumbup:

    Also, another thing I did wrong was that I had put a door on the outside of the map, beyond the boundaries of the skybox, which caused the leak :glare:, but this helped me find the source of the problem, since the origins were messed up.
     
    Last edited: Jul 5, 2015