Confusing Compile Log Errors

Discussion in 'Mapping Questions & Discussion' started by Dain, Oct 21, 2009.

  1. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    After running my compile log through the log checker I noticed that I had several leaks caused by prop_dynamic. When I went to the coordinates of these 3 leaks, they turned out to be the resupply lockers. They were nowhere near the void, which confused me. After deleting them, I ran the compile log through the error checker again, and it said that I had yet another leaks, this time caused by info_player_teamspawn, which is also nowhere near the void. Before I deleted the resupply lockers, the info_player_teamspawn wasn't even mentioned in the error log, so presumabley they only became a problem until after I deleted the lockers, which makes no sense at all. What is happening?

    ERROR LOG:


    ** Executing...
    ** Command: "e:\steam\steamapps\camydoger\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "e:\steam\steamapps\camydoger\team fortress 2\tf" "E:\Steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: e:\steam\steamapps\camydoger\team fortress 2\tf\materials
    Loading E:\Steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity info_player_teamspawn (-896.00 768.00 65.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1056.0 1024.0 1128.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1056.0 1024.0 24.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1568.0 1024.0 576.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1056.0 1128.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1056.0 24.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1568.0 576.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1536.0 576.0)
    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 (1536.0 2048.0 576.0)
    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...
    Merged 10 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_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_day01_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 (0) (9712 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 18 texinfos to 10
    Reduced 6 texdatas to 6 (138 bytes to 138)
    Writing E:\Steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp
    1 second elapsed

    ** Executing...
    ** Command: "e:\steam\steamapps\camydoger\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "e:\steam\steamapps\camydoger\team fortress 2\tf" "E:\Steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp
    reading e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.prt
    LoadPortals: couldn't read e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.prt


    ** Executing...
    ** Command: "e:\steam\steamapps\camydoger\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "e:\steam\steamapps\camydoger\team fortress 2\tf" "E:\Steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip"

    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.12 seconds)
    134 faces
    167610 square feet [24135862.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0124 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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 3/1024 144/49152 ( 0.3%)
    brushes 26/8192 312/98304 ( 0.3%)
    brushsides 183/65536 1464/524288 ( 0.3%)
    planes 142/65536 2840/1310720 ( 0.2%)
    vertexes 266/65536 3192/786432 ( 0.4%)
    nodes 161/65536 5152/2097152 ( 0.2%)
    texinfos 10/12288 720/884736 ( 0.1%)
    texdata 6/2048 192/65536 ( 0.3%)
    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 134/65536 7504/3670016 ( 0.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 53/65536 2968/3670016 ( 0.1%)
    leaves 165/65536 5280/2097152 ( 0.3%)
    leaffaces 180/65536 360/131072 ( 0.3%)
    leafbrushes 73/65536 146/131072 ( 0.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 868/512000 3472/2048000 ( 0.2%)
    edges 531/256000 2124/1024000 ( 0.2%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 17/32768 170/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 273/65536 546/131072 ( 0.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 188676/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 2543/393216 ( 0.6%)
    LDR ambient table 165/65536 660/262144 ( 0.3%)
    HDR ambient table 165/65536 660/262144 ( 0.3%)
    LDR leaf ambient 109/65536 3052/1835008 ( 0.2%)
    HDR leaf ambient 165/65536 4620/1835008 ( 0.3%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 105655/0 ( 0.0%)
    physics [variable] 9712/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 389
    Writing e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp
    6 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.09 seconds)
    134 faces
    167610 square feet [24135862.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0117 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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 3/1024 144/49152 ( 0.3%)
    brushes 26/8192 312/98304 ( 0.3%)
    brushsides 183/65536 1464/524288 ( 0.3%)
    planes 142/65536 2840/1310720 ( 0.2%)
    vertexes 266/65536 3192/786432 ( 0.4%)
    nodes 161/65536 5152/2097152 ( 0.2%)
    texinfos 10/12288 720/884736 ( 0.1%)
    texdata 6/2048 192/65536 ( 0.3%)
    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 134/65536 7504/3670016 ( 0.2%)
    hdr faces 134/65536 7504/3670016 ( 0.2%)
    origfaces 53/65536 2968/3670016 ( 0.1%)
    leaves 165/65536 5280/2097152 ( 0.3%)
    leaffaces 180/65536 360/131072 ( 0.3%)
    leafbrushes 73/65536 146/131072 ( 0.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 868/512000 3472/2048000 ( 0.2%)
    edges 531/256000 2124/1024000 ( 0.2%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 17/32768 170/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 273/65536 546/131072 ( 0.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 188676/0 ( 0.0%)
    HDR lightdata [variable] 188676/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 2543/393216 ( 0.6%)
    LDR ambient table 165/65536 660/262144 ( 0.3%)
    HDR ambient table 165/65536 660/262144 ( 0.3%)
    LDR leaf ambient 109/65536 3052/1835008 ( 0.2%)
    HDR leaf ambient 109/65536 3052/1835008 ( 0.2%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 105655/0 ( 0.0%)
    physics [variable] 9712/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 389
    Writing e:\steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Steam\steamapps\camydoger\sourcesdk_content\tf\mapsrc\pl_wip.bsp" "e:\steam\steamapps\camydoger\team fortress 2\tf\maps\pl_wip.bsp"
     
  2. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
  3. Gadget

    aa Gadget

    Messages:
    495
    Positive Ratings:
    410
    Leaks are always caused by bad brush work because it is in fact a leak between the game world and the void that surrounds it. Those entities can only give you a clue where to find the leak. Go to Map -> Load Pointfile and load the pointfile of your map, then follow the line to the leak.

    Have a look here.
     
  4. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    Okay thanks for that; it was a func_detail brush touching the void.