Halp D:

spaceyoshix

L1: Registered
Sep 17, 2008
13
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:
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
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 :)