getting rid of a leak makes it so I can't compile

Discussion in 'Mapping Questions & Discussion' started by veng, Jul 25, 2014.

  1. veng

    veng L1: Registered

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  2. YM

    aa YM LVL100 YM

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    Do you have any other entities? or juuuust the light_env?
    Is the light_env inside the map?

    Error finding method:
    1) paste the compile log into www.interlopers.net/errors/
    2) read the compile log, it's not that long and errors are usually obvious
    3) post the log here if you're still unsure
     
  3. veng

    veng L1: Registered

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    ** 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:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.vmf"

    Valve Software - vbsp.exe (Jul 7 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_gravity_alpha_08_b4leakssealed/nature/blendrockgroundwallsnow_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_environment (-3183.29 1912.64 5557.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_skylab_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_skylab_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (288245 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1825 texinfos to 1051
    Reduced 28 texdatas to 26 (829 bytes to 738)
    Writing C:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.bsp
    4 seconds 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:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed"

    Valve Software - vvis.exe (Jul 7 2014)
    4 threads
    reading c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.bsp
    reading c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.prt
    LoadPortals: couldn't read c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.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:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed"

    Valve Software - vrad.exe SSE (Jul 7 2014)

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

    Loading c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.55 seconds)
    9191 faces
    9758235 square feet [1405185792.00 square inches]
    132 Displacements
    817577 Square Feet [117731192.00 Square Inches]
    sun extent from map=0.000000
    159 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
    Build Patch/Sample Hash Table(s).....Done<0.0920 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 38/1024 1824/49152 ( 3.7%)
    brushes 793/8192 9516/98304 ( 9.7%)
    brushsides 4800/65536 38400/524288 ( 7.3%)
    planes 2062/65536 41240/1310720 ( 3.1%)
    vertexes 11351/65536 136212/786432 (17.3%)
    nodes 4982/65536 159424/2097152 ( 7.6%)
    texinfos 1051/12288 75672/884736 ( 8.6%)
    texdata 26/2048 832/65536 ( 1.3%)
    dispinfos 132/0 23232/0 ( 0.0%)
    disp_verts 9684/0 193680/0 ( 0.0%)
    disp_tris 15168/0 30336/0 ( 0.0%)
    disp_lmsamples 1172592/0 1172592/0 ( 0.0%)
    faces 9191/65536 514696/3670016 (14.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3656/65536 204736/3670016 ( 5.6%)
    leaves 5021/65536 160672/2097152 ( 7.7%)
    leaffaces 11135/65536 22270/131072 (17.0%)
    leafbrushes 1912/65536 3824/131072 ( 2.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 56260/512000 225040/2048000 (11.0%)
    edges 30207/256000 120828/1024000 (11.8%)
    LDR worldlights 159/8192 13992/720896 ( 1.9%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 714/32768 7140/327680 ( 2.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9759/65536 19518/131072 (14.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 22464208/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 69193/393216 (17.6%)
    LDR ambient table 5021/65536 20084/262144 ( 7.7%)
    HDR ambient table 5021/65536 20084/262144 ( 7.7%)
    LDR leaf ambient 27010/65536 756280/1835008 (41.2%)
    HDR leaf ambient 5021/65536 140588/1835008 ( 7.7%)
    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] 1/5424 ( 0.0%)
    pakfile [variable] 164731/0 ( 0.0%)
    physics [variable] 288245/4194304 ( 6.9%)
    physics terrain [variable] 20620/1048576 ( 2.0%)

    Level flags = 0

    Total triangle count: 23272
    Writing c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.bsp
    43 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_gravity_alpha_08_b4leakssealed.bsp"

    The website showed the leek nodraw on terrain surface and found a displacement edge abutting multiple other edges. But i've had this error even before I started adding nodraw and doing displacements. I've just been ignoring it. there are other leeked entities I can/have deleted but afterwards I still compile fine. I have two light_environments. one inside the skybox and one outside. the outside one doesn't want to be deleted I suppose.

    Thanks for the fast reply mate
     
  4. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    you don't want entities outside the map. It confuses VVIS when it doesn't know how to define the boundaries of your map. The entire reason it's called a leak, is that there's a gap in the map that leads out in the void.
     
  5. veng

    veng L1: Registered

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    I delete the entity thats outside and I can't compile. Would love to plug the leek but its really adamant to stay.
     
  6. veng

    veng L1: Registered

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    I selected my level. saved as a prefab and remade my map in a different file. and I still have the problem. No leeks. but i'm stuck on the VIS compile. If I leave the stupid light_environment outside the skybox all is fine.

    here is the compile log i've salvaged from attempting to compile

    ** 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\bin\Prefabs\test.vmf"

    Valve Software - vbsp.exe (Jul 7 2014)
    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\bin\Prefabs\test.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/test/nature/blendrockgroundwallsnow_wvt_patch
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.prt...Building visibility clusters...
    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...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (287455 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1803 texinfos to 1033
    Reduced 28 texdatas to 26 (767 bytes to 707)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.bsp
    3 seconds 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\bin\Prefabs\test"

    Valve Software - vvis.exe (Jul 7 2014)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\prefabs\test.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\prefabs\test.prt
    2861 portalclusters
    9835 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
    PortalFlow: 0...1...2
    ** 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\bin\Prefabs\test"

    Valve Software - vrad.exe SSE (Jul 7 2014)

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

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\prefabs\test.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.56 seconds)
    8957 faces
    7556394 square feet [1088120832.00 square inches]
    132 Displacements
    817577 Square Feet [117731192.00 Square Inches]
    157 direct lights
    BuildFacelights: 0...1...2...3...4.
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\test.bsp"


    here is the map without the light_env
    http://www.2shared.com/file/OKEhGiAh/koth_gravity_alpha_08_leakssea.html
     
    Last edited: Jul 25, 2014
  7. Crash

    aa Crash func_nerd

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    Turn off all of your displacements and see if that helps any.
     
  8. veng

    veng L1: Registered

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    no dice

    I also tried remaking the skybox from scratch. this time not using the hollow tool. still :(
     
    Last edited: Jul 26, 2014
  9. YM

    aa YM LVL100 YM

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    Well you got me interested so I had a look at the map and sweet bajeezus that light env is way outside the map (also there's a healthpack out there too)

    First up: why is it all the way out there? it should be well within your map
    Next: The big box skybox method is bad and terrible and please please don't do it: http://www.optimization.interlopers.net/index.php?chapter=notices
    Third: you should only make the faces of a brush that you actually want into displacements, not the whole brush. Do this by opening the 'face edit sheet' window before making any selection (shift+a) Never use nodraw on a displacement.
    Fourth: func_detail, you've got crazy geometry in a massive box, it's sad days for vvis: http://www.optimization.interlopers.net/index.php?chapter=func_detail
    Fifth: Your big skybox brushes are 1.5/1.1/2.2... units thick. TURN ON THE GRID AND USE IT. Use as large a grid as you can get away with. only drop below 16 when you absolutely know you want to. (make sure grid snapping is on too, shift+w toggles it)

    Apply all of these things, then report back.
     
  10. henke37

    aa henke37

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    That looks like vvis crashed. That's not normal.

    Anyway, you should fix those displacements,that's just wrong.
     
  11. veng

    veng L1: Registered

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    Alright i'll go do some house cleaning and report back. Earlier in the map's life cycle it wasn't symmetric and wasn't centered on 0,0 so I selected half of the map; deleted the other half and redid it. in that mess I moved the level around a lot and that health kit was left behind.

    edit: redoing my spybox gives me engine hunk overflow error. It seems my map likes to embrace imperfections.
    edit2!: fixed that issue. I only made the insides a skybox and the outside was a texture. made the entire skybox a skybox.
     
    Last edited: Jul 26, 2014
  12. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Could someone put the vmf in their dropbox so i don't have to deal with 2shareds crap?

    I am genuinly curious now.
     
  13. veng

    veng L1: Registered

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  14. nightwatch

    aa nightwatch

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    I have identified a few problems that should be able to help you with your map.

    When entities leak, VVIS does a fast compile, regardless of what you actually selected. Or it doesn't compile at all, I'm not entirely sure. Regardless, it does not do what it was meant to do, which is to compute visibility sectors throughout your map. Instead, some quick computing is done and everything is stuffed into one "visleaf", which means that everything in your map is rendering, all the time. You are probably able to run the map when you leave your light_environment above the map, and everything is black and blotchy with poor lighting.

    ^^This is just disguising your actual problem, which is:

    I can't tell how many brushes are in your map because I can't complete a full compile, but parsing the vmf tells me that brush ids go up to at least 25,000. Assuming you deleted 80 % of the brushes you built along the way, that still puts you at 5,000 unique brushes to bring into computation at VVIS time. And not a single one of them is func_detailed, so EVERY SINGLE BRUSH must be worked around. This is why it is taking forever for your map to compile when you delete that light_environment outside your map.

    To solve this, go through your map and func_detail every small brush. If you're unsure, a good thought to keep in your head is what the brushes represent. Is it a wall? Is it a floor? Is it a ceiling? If not, it should be func_detailed. For example, stairs and window/door trim should all be func_detailed, and really small buildings with lots of windows probably could be too.


    This is a very poor explanation of your problem but you can add me on steam and I will try to explain it a bit better, or just post here and I'm sure everyone would be willing to say it a bit better than I can.
     
  15. veng

    veng L1: Registered

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    No i understand. Thanks for the help; i suspected that it was something along those lines. I'll just keep trudging along and clean up my map.
     
  16. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    No wonder really.

    These stairs are not even func_detailed. There must be hundreds of individual steps, all of which are included in the vis generation.

    [​IMG]
     
  17. henke37

    aa henke37

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    A basic rule is: if it doesn't meaningfully contribute to occlusion, then func_detail it.
     
  18. wareya

    wareya L7: Fancy Member

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    You could argue that the stairs do, but they don't, really, and if they did you should make a separate single flat brush under each flight to block vis anyway.
     
  19. veng

    veng L1: Registered

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    ok; went around and func_detailed everything and I got my map to compile fine w/o the leak. took forever though.
     
  20. henke37

    aa henke37

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    Vvis should take almost no time if you did the layout well.

    It is vrad that is the expensive step.