Error I Can't Solve

Discussion in 'Mapping Questions & Discussion' started by dipp doop, Nov 7, 2016.

  1. dipp doop

    dipp doop L1: Registered

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    Hello, first time here, new to mapping.

    So, I am making a jump map, but there seems to be leak I cannot figure out. I have many light entities, and none are outside in the void. I ran the map, and it seems to spawn me outside the map along with hunks of my map missing.

    I ran Load Pointfile, but it just draws the red line from one of my light entities in the map right through a block and out into the void. I've tried interloper, but I found no leaks of any sort and I do not understand the "can't load skybox" one as there were no troubles with my skybox at all, and I have not altered them in any way. I also don't understand how to solve that problem.

    Sorry if the solution is trivial, but I simply cannt figure this one out. Anything would be helpful, thank you very much.

    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\jump_agua_betav1.vmf"
    
    Valve Software - vbsp.exe (Nov  2 2016)
    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\jump_agua_betav1.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)
    **** leaked ****
    Entity light (-2044.00 0.00 -3648.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (85758 bytes)
    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 203 texinfos to 133
    Reduced 15 texdatas to 12 (477 bytes to 288)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    Wrote ZIP buffer, estimated size 1440, actual size 1092
    1 second 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\jump_agua_betav1"
    
    Valve Software - vvis.exe (Nov  2 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.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\jump_agua_betav1"
    
    Valve Software - vrad.exe SSE (Nov  2 2016)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.03 seconds)
    2101 faces
    3399201 square feet [489485056.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    188 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (35)
    Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
    FinalLightFace Done
    91 of 136 (66% 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                  26/1024         1248/49152    ( 2.5%)
    brushes                233/8192         2796/98304    ( 2.8%)
    brushsides            1412/65536       11296/524288   ( 2.2%)
    planes                 594/65536       11880/1310720  ( 0.9%)
    vertexes              3188/65536       38256/786432   ( 4.9%)
    nodes                 1394/65536       44608/2097152  ( 2.1%)
    texinfos               133/12288        9576/884736   ( 1.1%)
    texdata                 12/2048          384/65536    ( 0.6%)
    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                 2101/65536      117656/3670016  ( 3.2%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              517/65536       28952/3670016  ( 0.8%)
    leaves                1421/65536       45472/2097152  ( 2.2%)
    leaffaces             2620/65536        5240/131072   ( 4.0%)
    leafbrushes            657/65536        1314/131072   ( 1.0%)
    areas                    3/256            24/2048     ( 1.2%)
    surfedges            11285/512000      45140/2048000  ( 2.2%)
    edges                 6162/256000      24648/1024000  ( 2.4%)
    LDR worldlights        188/8192        16544/720896   ( 2.3%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            5/32768          60/393216   ( 0.0%)
    waterstrips             94/32768         940/327680   ( 0.3%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          1296/65536        2592/131072   ( 2.0%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     9185884/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]           0/16777216 ( 0.0%)
    entdata               [variable]       21028/393216   ( 5.3%)
    LDR ambient table     1421/65536        5684/262144   ( 2.2%)
    HDR ambient table     1421/65536        5684/262144   ( 2.2%)
    LDR leaf ambient     10387/65536      290836/1835008  (15.8%)
    HDR leaf ambient      1421/65536       39788/1835008  ( 2.2%)
    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]        1092/0        ( 0.0%)
    physics               [variable]       85758/4194304  ( 2.0%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 5010
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp
    40 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_agua_betav1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_agua_betav1.bsp"
    
    
     
  2. Vel0city

    aa Vel0city func_fish

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    Look at where the line is crossing the brush. Delete that brush, save your vmf, then ctrl+z it back into place, then save your vmf again, then compile. Hammer sometimes likes to show a brush being there even though it's not there in the code.
     
  3. dipp doop

    dipp doop L1: Registered

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    This does not work? When I delete the brush the line is crossing through, delete it, then save it, then undo it, and then save it again, it still has a line that goes through the brush.
     
  4. Vel0city

    aa Vel0city func_fish

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    Unload the pointfile and compile again. The line you're seeing is the old one which doesn't automatically disappear.
     
  5. dipp doop

    dipp doop L1: Registered

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    Yes, I do Unload the Pointfile, and the same line is reappearing.
     
  6. Vel0city

    aa Vel0city func_fish

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    After you have compiled?
     
  7. Muddy

    Server Staff Muddy Muddy

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    The skybox error you mention can be safely ignored.

    As for the leak, sometimes the pointfile messes up and you'll just have to try and find the leak yourself.

    Also, since you mention chunks of the map being missing, check if you haven't enabled Radius Culling by mistake, cos that shit fucks up everything. (It's the icon of a red circle with an R in it)
     
  8. dipp doop

    dipp doop L1: Registered

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    Before I compile it a second time.
     
  9. dipp doop

    dipp doop L1: Registered

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    What kind of leaks should I be looking for? There are no leaks into the void or entity leaks.
     
  10. Muddy

    Server Staff Muddy Muddy

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    The compile log says that a 'light' entity is leaking. Copy the co-ordinates the compiler is giving you (-2044.00 0.00 -3648.00), go to View -> Go to co-ordinates and paste the co-ordinates in. The leak should be somewhere around there (since the way the compiler detects leaks is through the entity closest to the leak).
     
  11. dipp doop

    dipp doop L1: Registered

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    This just sends me back to my original problem, the light entity that is supposedly leaking straight through a brush.
     
  12. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Is this brush a world brush? Anything else - including func_details, displacements, and any brush entity - does not seal a map, and leaks will go through them.

    If the brush is meant to be one of the above non-sealing things, you'll need to add some world brush(es) behind it to patch up the hole. Otherwise, you can select it and use Ctrl+Shift+W to move it back to world.
     
  13. dipp doop

    dipp doop L1: Registered

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    I actually solved the issue by copying the whole thing and putting it in a new map. I really have no idea what happened, and it was a world brush. Thanks for the help though.
     
  14. Vel0city

    aa Vel0city func_fish

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    That's Source for you. It does its own thing when it wants to.