Empty pointfile

Discussion in 'Mapping Questions & Discussion' started by The Tiny Desk Engineer, Jul 19, 2021.

  1. The Tiny Desk Engineer

    The Tiny Desk Engineer L1: Registered

    Messages:
    5
    Positive Ratings:
    1
    I've been working on a map for 2 days so far and I've gotten the most confusing leak I've ever experienced in my one year of mapmaking, which resulted in me coming here.

    When I try to open the pointfile to see where the hole is and what prop is causing the leak, there's no line. At all. So I already don't know what entity is leaking. This is a good start.

    If I look at the compiler log in Notepad and find where it leaks, it says that a prop_dynamic at -nan, -nan, -256 leaked. So now I know it's one of the hundreds of static props that are in the map that's leaking. Unfortunately, it seems to not exist. Or, at least, its X and Y coordinates don't exist. Wow, my situation just keeps getting better and better...

    Map source file and compiler log are included
     

    Attached Files:

  2. i_forget_names

    i_forget_names L1: Registered

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    I can agree that this is a very confusing leak experience : i downloaded the vmf and compiled it myself, though the pointfile is present and goes from 0 0 -256 to 16842 16842 16842, through a wall and out of the grid.

    after removing all prop_static s using the entity report, there was no leak!
    why????


    this happened to me before and i somehow fixed it and would really like to learn how exactly it works.

    SOLUTION: i did the same thing as my old map problem, copied everything, pasted it in a new empty map, and for some fucking reason (sorry for language) it just decides to work. i don't get it. i don't want to get it though i MUST. WHY.
    BUG: i could not use the select cursor most of the time in my 3D camera, and i don't know why either.

    i would really not want to go through this experience for a 3rd time in my life, valve pls fix.


    Edit: if this drains your patience, take a break mate, i tried looking for wich one leaked up until now and it's 2 AM, also very cool map mate
     

    Attached Files:

  3. The Tiny Desk Engineer

    The Tiny Desk Engineer L1: Registered

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    I copied everything in the map to a new one, and when the compiler finished TF2 didn't even launch.

    Also, I forgot to mention that yesterday I copied the .vmf to my brother's computer to see if the result would be any different than mine, and it succeeded to compile, but of course since there was still a leak the lighting was broken. I also heard somewhere that it might have something to do with broken origins of objects, which would make this glitch especially confusing since prop_solids don't have origins, the last time I checked, but I'm pretty sure there's some tool in Hammer which allows you to center origins on objects, so I'll try that.

    Edit: Oh, silly me, I turned off game launching and forgot about it.

    Well, the game launched. the lighting is still broken.

    ...and the pointfile is still empty. I don't know how I could stand this software for this long, other than me being too bored of everything else.
     
    Last edited: Jul 20, 2021
  4. The Tiny Desk Engineer

    The Tiny Desk Engineer L1: Registered

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    I'm going to continue working on the rest of the map until I find a solution.
     
  5. nesman

    aa nesman master of fast travel

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    This leads me to think that one of those prop origins is outside of the map or there are func_details sealing your map.
     
  6. i_forget_names

    i_forget_names L1: Registered

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    Positive Ratings:
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    Did you try out the map i sent? (it doesn't have any leaks)
    ^^(you wrote that you copied everything in the map, so do you mean you selected all and pasted?)

    It should not be due to the func_details. After going to the entity report, deleting all prop_statics, there wasn't any leaks.
     
  7. i_forget_names

    i_forget_names L1: Registered

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    As previously mentionned, i selected everything with the edit tab, C/P into a new empty map and ends with no leaks whatsoever. i will include the log in this Reply.

    I was using reverse selection order. darn.

    EDIT: added screenshot proof that this C/P is complete magic with me
     

    Attached Files:

    Last edited: Jul 20, 2021
  8. nesman

    aa nesman master of fast travel

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    Right so this points to one of the prop origins being outside of the map. I ran it through https://interlopers.net/errors and it told me which prop.
     
  9. i_forget_names

    i_forget_names L1: Registered

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    it gave me the same info (NaN(ind) NaN(ind))first time i checked errors? send log pls
     
  10. nesman

    aa nesman master of fast travel

    Messages:
    643
    Positive Ratings:
    534
    Code:
    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\REDACTED\Documents\mapsrc\cp_underground.vmf"
    -------------------------------------------------------------------------------
    
    Valve Software - vbsp.exe (Jun 18 2021)
    12 threads
    MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\REDACTED\Documents\mapsrc\cp_underground.log', but we don't own that location. Allowing.
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\REDACTED\Documents\mapsrc\cp_underground.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\REDACTED\Documents\mapsrc\cp_underground.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_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 (1) (127915 bytes)
    Static prop models/props_vehicles/train_flatcar_container_01c.mdl outside the map (0.00, 0.00, 0.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 91 texinfos to 73
    Reduced 41 texdatas to 38 (945 bytes to 805)
    Writing C:\Users\REDACTED\Documents\mapsrc\cp_underground.bsp
    MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\REDACTED\Documents\mapsrc\cp_underground.bsp', but we don't own that location. Allowing.
    Wrote ZIP buffer, estimated size 1323, actual size 975
    1 second elapsed
    
    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\REDACTED\Documents\mapsrc\cp_underground"
    -------------------------------------------------------------------------------
    
    Valve Software - vvis.exe (Jun 18 2021)
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.log', but we don't own that location. Allowing.
    12 threads
    reading c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
    reading c:\users\REDACTED\documents\mapsrc\cp_underground.prt
     148 portalclusters
     310 numportals
    BasePortalVis:  0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:  0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 14 visible clusters (0.34%)
    Total clusters visible: 4176
    Average clusters visible: 28
    Building PAS...
    Average clusters audible: 64
    visdatasize:4805  compressed from 7104
    writing c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.bsp', but we don't own that location. Allowing.
    0 seconds elapsed
    
    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad_patch.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\REDACTED\Documents\mapsrc\cp_underground"
    -------------------------------------------------------------------------------
    
    Valve Software - vrad.exe SSE (Apr 15 2020)
    
      Valve Time Waste Simulator
    
      Multithreading patch by ficool2
    12 threads
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.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\REDACTED\documents\mapsrc\cp_underground.bsp
    Setting up ray-trace acceleration structure... Done (0.28 seconds)
    1210 faces
    453060 square feet [65240680.00 square inches]
    360 Displacements
    163850 Square Feet [23594400.00 Square Inches]
    1210 patches before subdivision
    75968 patches after subdivision
    192 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 7183446, max 457
    transfer lists:  54.8 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #1 added RGB(48133, 28323, 20471)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #2 added RGB(9442, 5591, 4275)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #3 added RGB(3084, 1804, 1251)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #4 added RGB(1276, 696, 431)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #5 added RGB(571, 281, 150)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #6 added RGB(269, 122, 56)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #7 added RGB(131, 55, 22)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #8 added RGB(65, 26, 9)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #9 added RGB(33, 12, 4)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #10 added RGB(17, 6, 2)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #11 added RGB(9, 3, 1)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (1)
      Bounce #12 added RGB(5, 2, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #13 added RGB(3, 1, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #14 added RGB(1, 0, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0164 sec>
    FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    0 of 192 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  4/1024  192/49152  ( 0.4%)
    brushes  357/8192  4284/98304  ( 4.4%)
    brushsides  2492/65536  19936/524288  ( 3.8%)
    planes  930/65536  18600/1310720  ( 1.4%)
    vertexes  1587/65536  19044/786432  ( 2.4%)
    nodes  499/65536  15968/2097152  ( 0.8%)
    texinfos  73/12288  5256/884736  ( 0.6%)
    texdata  38/2048  1216/65536  ( 1.9%)
    dispinfos  360/0  63360/0  ( 0.0%)
    disp_verts  9000/0  180000/0  ( 0.0%)
    disp_tris  11520/0  23040/0  ( 0.0%)
    disp_lmsamples  466560/0  466560/0  ( 0.0%)
    faces  1210/65536  67760/3670016  ( 1.8%)
    hdr faces  0/65536  0/3670016  ( 0.0%)
    origfaces  778/65536  43568/3670016  ( 1.2%)
    leaves  504/65536  16128/2097152  ( 0.8%)
    leaffaces  965/65536  1930/131072  ( 1.5%)
    leafbrushes  688/65536  1376/131072  ( 1.0%)
    areas  2/256  16/2048  ( 0.8%)
    surfedges  8452/512000  33808/2048000  ( 1.7%)
    edges  4722/256000  18888/1024000  ( 1.8%)
    LDR worldlights  192/8192  16896/720896  ( 2.3%)
    HDR worldlights  0/8192  0/720896  ( 0.0%)
    leafwaterdata  2/32768  24/393216  ( 0.0%)
    waterstrips  71/32768  710/327680  ( 0.2%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  957/65536  1914/131072  ( 1.5%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  0/512  0/180224  ( 0.0%)
    LDR lightdata  [variable]  3861228/0  ( 0.0%)
    HDR lightdata  [variable]  0/0  ( 0.0%)
    visdata  [variable]  4805/16777216 ( 0.0%)
    entdata  [variable]  2547/393216  ( 0.6%)
    LDR ambient table  504/65536  2016/262144  ( 0.8%)
    HDR ambient table  504/65536  2016/262144  ( 0.8%)
    LDR leaf ambient  925/65536  25900/1835008  ( 1.4%)
    HDR leaf ambient  504/65536  14112/1835008  ( 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]  1/8846  ( 0.0%)
    pakfile  [variable]  975/0  ( 0.0%)
    physics  [variable]  127915/4194304  ( 3.0%)
    physics terrain  [variable]  55608/1048576  ( 5.3%)
    
    Level flags = 0
    
    Total triangle count: 2920
    Writing c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
    4 seconds elapsed
    Valve Software - vrad.exe SSE (Apr 15 2020)
    
      Valve Time Waste Simulator
    
      Multithreading patch by ficool2
    12 threads
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.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\REDACTED\documents\mapsrc\cp_underground.bsp
    Setting up ray-trace acceleration structure... Done (0.28 seconds)
    1210 faces
    453060 square feet [65240680.00 square inches]
    360 Displacements
    163850 Square Feet [23594400.00 Square Inches]
    1210 patches before subdivision
    75968 patches after subdivision
    192 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 7183446, max 457
    transfer lists:  54.8 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #1 added RGB(48133, 28323, 20471)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #2 added RGB(9442, 5591, 4275)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #3 added RGB(3084, 1804, 1251)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #4 added RGB(1276, 696, 431)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #5 added RGB(571, 281, 150)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #6 added RGB(269, 122, 56)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #7 added RGB(131, 55, 22)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #8 added RGB(65, 26, 9)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #9 added RGB(33, 12, 4)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #10 added RGB(17, 6, 2)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #11 added RGB(9, 3, 1)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #12 added RGB(5, 2, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #13 added RGB(3, 1, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #14 added RGB(1, 0, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
      Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
    FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    0 of 192 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  4/1024  192/49152  ( 0.4%)
    brushes  357/8192  4284/98304  ( 4.4%)
    brushsides  2492/65536  19936/524288  ( 3.8%)
    planes  930/65536  18600/1310720  ( 1.4%)
    vertexes  1587/65536  19044/786432  ( 2.4%)
    nodes  499/65536  15968/2097152  ( 0.8%)
    texinfos  73/12288  5256/884736  ( 0.6%)
    texdata  38/2048  1216/65536  ( 1.9%)
    dispinfos  360/0  63360/0  ( 0.0%)
    disp_verts  9000/0  180000/0  ( 0.0%)
    disp_tris  11520/0  23040/0  ( 0.0%)
    disp_lmsamples  466560/0  466560/0  ( 0.0%)
    faces  1210/65536  67760/3670016  ( 1.8%)
    hdr faces  1210/65536  67760/3670016  ( 1.8%)
    origfaces  778/65536  43568/3670016  ( 1.2%)
    leaves  504/65536  16128/2097152  ( 0.8%)
    leaffaces  965/65536  1930/131072  ( 1.5%)
    leafbrushes  688/65536  1376/131072  ( 1.0%)
    areas  2/256  16/2048  ( 0.8%)
    surfedges  8452/512000  33808/2048000  ( 1.7%)
    edges  4722/256000  18888/1024000  ( 1.8%)
    LDR worldlights  192/8192  16896/720896  ( 2.3%)
    HDR worldlights  192/8192  16896/720896  ( 2.3%)
    leafwaterdata  2/32768  24/393216  ( 0.0%)
    waterstrips  71/32768  710/327680  ( 0.2%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  957/65536  1914/131072  ( 1.5%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  0/512  0/180224  ( 0.0%)
    LDR lightdata  [variable]  3861228/0  ( 0.0%)
    HDR lightdata  [variable]  3861228/0  ( 0.0%)
    visdata  [variable]  4805/16777216 ( 0.0%)
    entdata  [variable]  2547/393216  ( 0.6%)
    LDR ambient table  504/65536  2016/262144  ( 0.8%)
    HDR ambient table  504/65536  2016/262144  ( 0.8%)
    LDR leaf ambient  925/65536  25900/1835008  ( 1.4%)
    HDR leaf ambient  925/65536  25900/1835008  ( 1.4%)
    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]  1/8846  ( 0.0%)
    pakfile  [variable]  975/0  ( 0.0%)
    physics  [variable]  127915/4194304  ( 3.0%)
    physics terrain  [variable]  55608/1048576  ( 5.3%)
    
    Level flags = 0
    
    Total triangle count: 2920
    Writing c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
    5 seconds elapsed
    
    -------------------------------------------------------------------------------
    Running command: copy "C:\Users\REDACTED\Documents\mapsrc\cp_underground.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_underground.bsp"
    -------------------------------------------------------------------------------
    

    Static prop models/props_vehicles/train_flatcar_container_01c.mdl outside the map (0.00, 0.00, 0.00)
     
  11. i_forget_names

    i_forget_names L1: Registered

    Messages:
    10
    Positive Ratings:
    2
    We definitely have different compile logs.
    does the version of the map i sent work on your end?
     
  12. nesman

    aa nesman master of fast travel

    Messages:
    643
    Positive Ratings:
    534
    I only took the original vmf. The one you had does not have any errors from what I see.
     
  13. The Tiny Desk Engineer

    The Tiny Desk Engineer L1: Registered

    Messages:
    5
    Positive Ratings:
    1
    What prop is it? As I've already said before, the compiler isn't telling me what entity it is, the origin seems to be 256 under an unknown horizontal position.
     
    Last edited: Jul 20, 2021
  14. The Tiny Desk Engineer

    The Tiny Desk Engineer L1: Registered

    Messages:
    5
    Positive Ratings:
    1
    I compiled your version and it didn't leak, and now I've merged the newest version I made with your version, and it's working as intended now, thanks for your help!
     
    • Like Like x 1
  15. i_forget_names

    i_forget_names L1: Registered

    Messages:
    10
    Positive Ratings:
    2