Empty pointfile

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The Tiny Desk Engineer

L1: Registered
Jul 19, 2021
30
5
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
 

Attachments

  • cp_underground.vmf
    2.1 MB · Views: 89
  • cp_underground.txt
    25.4 KB · Views: 98

i_forget_names

L1: Registered
Apr 22, 2021
11
3
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
 

Attachments

  • cp_underground_backup.vmf
    2.1 MB · Views: 86

The Tiny Desk Engineer

L1: Registered
Jul 19, 2021
30
5
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:

i_forget_names

L1: Registered
Apr 22, 2021
11
3
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.

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?)

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

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

i_forget_names

L1: Registered
Apr 22, 2021
11
3
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.

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.

BUG: i could not use the select cursor most of the time in my 3D camera, and i don't know why either.
mate

I was using reverse selection order. darn.

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

Attachments

  • cp_underground_backup.txt
    15.3 KB · Views: 106
  • 20210720152723_2.jpg
    20210720152723_2.jpg
    104.9 KB · Views: 75
  • 20210720152713_2.jpg
    20210720152713_2.jpg
    50.4 KB · Views: 68
  • 20210720152702_2.jpg
    20210720152702_2.jpg
    54.8 KB · Views: 70
  • 20210720152637_2.jpg
    20210720152637_2.jpg
    67.2 KB · Views: 67
Last edited:

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
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)