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:
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"