[Fixed] Point file doesn't have a source I can select and move, so I can't fix the 'leak'

Discussion in 'Mapping Questions & Discussion' started by Jabba, Oct 16, 2016.

  1. Jabba

    Jabba L1: Registered

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    I have no way of dragging the point file of the light entity into the map, anyone who can help?
    [​IMG]
     
  2. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    It's called a leak. You have to trace the red line from its source (an entity, in this case the light), follow it, then find where it gets into the void (aka the black stuff outside your map). Seal that hole with a world brush and bippidy bappidy boop, leak sealed. Unless you have more leaks, in which case a new red line will pop up at a new location going towards a new hole in your map.
     
  3. Yrr

    aa Yrr An Actual Deer

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    are you sure the origin if the light is outside or does the red line travel through a hole in the map?

    if it's the hole thing then seal the hole.
     
  4. Jabba

    Jabba L1: Registered

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    I'm 100% I have no leaks. In the compile data only the light is shown as a leak.

    It goes into the void. This is the compile list (no VIS or RAD, but results are the same)
    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\newproject.vmf"
    
    Valve Software - vbsp.exe (Oct 12 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\newproject.vmf
    Patching WVT material: maps/newproject/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/newproject/egypt/sand_floor_blend_03_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 light (288.00 -4.00 -1168.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 12 detail faces...done (0)
    Merging details...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 (7) (143979 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 1022 texinfos to 709
    Reduced 23 texdatas to 20 (589 bytes to 490)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp
    Wrote ZIP buffer, estimated size 1510, actual size 1162
    8 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\newproject.bsp"
    
    
     
  5. Jabba

    Jabba L1: Registered

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    And in case you're wondering, the 'leak' goes straight through a solid wall:
    [​IMG]
    The triggers are all func_nogrenades with a solid wall behind them.
     
  6. Yrr

    aa Yrr An Actual Deer

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    check the wall isnt a func_brush or otherwise
     
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  7. Jabba

    Jabba L1: Registered

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    It's a func_detail. Does it matter that the side on the void is nodraw? I don't think it does but it never hurts to ask.
     
  8. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    It has to be a world brush.
     
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  9. Jabba

    Jabba L1: Registered

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    Ok, changed it toWorld and I have no more leaks. Thanks guys for the tip ^^