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Halp D:

Discussion in 'Mapping Questions & Discussion' started by spaceyoshix, Sep 26, 2008.

  1. spaceyoshix

    spaceyoshix L1: Registered

    Messages:
    13
    Positive Ratings:
    0
    Hammer has really been kicking my ass this past week. I can't seem to get rid of my leaks. I've got nothing but the 4 walls, floor and roof and its still saying ***leaked***. Just in case, heres my compiling log:

    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\spaceyoshix\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\spaceyoshix\team fortress 2\tf" "C:\Program Files\Steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2"
    
    Valve Software - vbsp.exe (Mar 11 2008)
    1 threads
    materialPath: c:\program files\steam\steamapps\spaceyoshix\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (2279 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 14 texinfos to 9
    Reduced 1 texdatas to 1 (21 bytes to 21)
    Writing C:\Program Files\Steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\spaceyoshix\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\spaceyoshix\team fortress 2\tf" "C:\Program Files\Steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2"
    
    Valve Software - vvis.exe (Mar 11 2008)
    1 threads
    reading c:\program files\steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.bsp
    reading c:\program files\steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.prt
    
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\spaceyoshix\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\spaceyoshix\team fortress 2\tf" "C:\Program Files\Steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2"
    
    Valve Software - vrad.exe SSE (Mar 11 2008)
    
          Valve Radiosity Simulator     
    1 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    72 faces
    60074 square feet [8650752.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0074 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                  6/8192           72/98304    ( 0.1%) 
    brushsides              36/65536         288/524288   ( 0.1%) 
    planes                  40/65536         800/1310720  ( 0.1%) 
    vertexes                81/65536         972/786432   ( 0.1%) 
    nodes                   55/65536        1760/2097152  ( 0.1%) 
    texinfos                 9/12288         648/884736   ( 0.1%) 
    texdata                  1/2048           32/65536    ( 0.0%) 
    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                   72/65536        4032/3670016  ( 0.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               24/65536        1344/3670016  ( 0.0%) 
    leaves                  57/65536        1824/2097152  ( 0.1%) 
    leaffaces               72/65536         144/131072   ( 0.1%) 
    leafbrushes             16/65536          32/131072   ( 0.0%) 
    areas                    1/256             8/2048     ( 0.4%) 
    surfedges              392/512000       1568/2048000  ( 0.1%) 
    edges                  213/256000        852/1024000  ( 0.1%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips              0/32768           0/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices             0/65536           0/131072   ( 0.0%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]      150608/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]         237/393216   ( 0.1%) 
    LDR ambient table       57/65536         228/262144   ( 0.1%) 
    HDR ambient table       57/65536         228/262144   ( 0.1%) 
    LDR leaf ambient        40/65536        1120/1835008  ( 0.1%) 
    HDR leaf ambient        57/65536        1596/1835008  ( 0.1%) 
    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]      105663/0        ( 0.0%) 
    physics               [variable]        2279/4194304  ( 0.1%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 152
    Writing c:\program files\steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\spaceyoshix\sourcesdk_content\tf\mapsrc\testmap2.bsp" "c:\program files\steam\steamapps\spaceyoshix\team fortress 2\tf\maps\testmap2.bsp"
    
    
    I really don't know what to do D:
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    144
    Yeah its a leak. Heres what you need to do after having run bsp. In hammer, go to map->load pointfile. This will bring up a red line that goes from whatever entity is leaking to the leak itself. Make sure you're snapping things to grid, that helps a ton. Also, you might want to remove your steam login name from anything else you post in the future :)