Compilier is not giving me the LEAK coordinates

S_10

L1: Registered
Jan 9, 2021
1
0
It's not giving me coordinates -nan(ind) -nan(ind) -nan(ind)

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Cobat\Documents\S_sky_home.vmf"

Valve Software - vbsp.exe (May 21 2020)
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Cobat\Documents\S_sky_home.log', but we don't own that location. Allowing.
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Cobat\Documents\S_sky_home.vmf
Patching WVT material: maps/s_sky_home/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/s_sky_home/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/s_sky_home/nature/blendgroundtograss002_wvt_patch
Patching WVT material: maps/s_sky_home/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
Patching WVT material: maps/s_sky_home/nature/blendgroundtograss006_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 prop_static (-nan(ind) -nan(ind) -nan(ind)) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (39301 bytes)
Static prop models/props_skybox/skycards_forest512dip.mdl outside the map (-nan(ind), -nan(ind), -nan(ind))
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 310 texinfos to 186
Reduced 31 texdatas to 25 (944 bytes to 738)
Writing C:\Users\Cobat\Documents\S_sky_home.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Cobat\Documents\S_sky_home.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 3135, actual size 2385
1 second elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Cobat\Documents\S_sky_home"

Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\Cobat\documents\S_sky_home.log', but we don't own that location. Allowing.
4 threads
reading c:\users\Cobat\documents\S_sky_home.bsp
reading c:\users\Cobat\documents\S_sky_home.prt
LoadPortals: couldn't read c:\users\Cobat\documents\S_sky_home.prt


** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Cobat\Documents\S_sky_home"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\Cobat\documents\S_sky_home.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\Cobat\documents\S_sky_home.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.30 seconds)
3086 faces
2 degenerate faces
6766999 square feet [974447936.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
Build Patch/Sample Hash Table(s).....Done<0.0635 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 106/8192 1272/98304 ( 1.3%)
brushsides 1171/65536 9368/524288 ( 1.8%)
planes 2186/65536 43720/1310720 ( 3.3%)
vertexes 4004/65536 48048/786432 ( 6.1%)
nodes 1506/65536 48192/2097152 ( 2.3%)
texinfos 186/12288 13392/884736 ( 1.5%)
texdata 25/2048 800/65536 ( 1.2%)
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 3086/65536 172816/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 448/65536 25088/3670016 ( 0.7%)
leaves 1523/65536 48736/2097152 ( 2.3%)
leaffaces 3450/65536 6900/131072 ( 5.3%)
leafbrushes 860/65536 1720/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15559/512000 62236/2048000 ( 3.0%)
edges 7998/256000 31992/1024000 ( 3.1%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 149/32768 1490/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2046/65536 4092/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 13767200/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 33213/393216 ( 8.4%)
LDR ambient table 1523/65536 6092/262144 ( 2.3%)
HDR ambient table 1523/65536 6092/262144 ( 2.3%)
LDR leaf ambient 8925/65536 249900/1835008 (13.6%)
HDR leaf ambient 1523/65536 42644/1835008 ( 2.3%)
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] 1/13060 ( 0.0%)
pakfile [variable] 2385/0 ( 0.0%)
physics [variable] 39301/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7585
Writing c:\users\Cobat\documents\S_sky_home.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Cobat\Documents\S_sky_home.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\S_sky_home.bsp"
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
You can find the leak by closing the compile screen, going back to your Hammer Editor and clicking:

Map > Check Pointfile > Yes
A red line will appear in the map where your map is leaking

You can disable all visgroups on the right to find the red line more easily; once you've found it, turn all visgroups back on.

132fbdf60d.png