[Help] Weird leaks - Other issues

Discussion in 'Mapping Questions & Discussion' started by CriminalBunny, Oct 25, 2015.

  1. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    Hi guys! I'm making a map for the Dynamic CP contest with @Davekillerish and we're getting some errors:

    I put the compile log here just in case
    ** Executing...
    ** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.vmf"

    Valve Software - vbsp.exe (Oct 14 2015)
    2 threads
    materialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_intrusion_a1_a/nature/blendrockgroundwall003_wvt_patch
    Patching WVT material: maps/cp_intrusion_a1_a/dev/dev_blendmeasure_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 path_track (-496.00 -2176.00 -240.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1376.0 -552.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1376.0 392.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1888.0 -208.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 2048.0 -208.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1536.0 -208.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 512.0 -208.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 512.0 -208.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1880.0 1024.0 -208.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 22 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 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) (110591 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 193 texinfos to 132
    Reduced 50 texdatas to 48 (1107 bytes to 1064)
    Writing E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a"

    Valve Software - vvis.exe (Oct 14 2015)
    2 threads
    reading e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.bsp
    reading e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.prt
    LoadPortals: couldn't read e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.prt


    ** Executing...
    ** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a"

    Valve Software - vrad.exe SSE (Oct 14 2015)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.26 seconds)
    1185 faces
    453639 square feet [65324056.00 square inches]
    19 Displacements
    23889 Square Feet [3440102.25 Square Inches]
    sun extent from map=0.087156
    32 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
    Build Patch/Sample Hash Table(s).....Done<0.0242 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 26/1024 1248/49152 ( 2.5%)
    brushes 281/8192 3372/98304 ( 3.4%)
    brushsides 1962/65536 15696/524288 ( 3.0%)
    planes 1524/65536 30480/1310720 ( 2.3%)
    vertexes 2379/65536 28548/786432 ( 3.6%)
    nodes 1108/65536 35456/2097152 ( 1.7%)
    texinfos 132/12288 9504/884736 ( 1.1%)
    texdata 48/2048 1536/65536 ( 2.3%)
    dispinfos 19/0 3344/0 ( 0.0%)
    disp_verts 867/0 17340/0 ( 0.0%)
    disp_tris 1280/0 2560/0 ( 0.0%)
    disp_lmsamples 63544/0 63544/0 ( 0.0%)
    faces 1185/65536 66360/3670016 ( 1.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 773/65536 43288/3670016 ( 1.2%)
    leaves 1135/65536 36320/2097152 ( 1.7%)
    leaffaces 1320/65536 2640/131072 ( 2.0%)
    leafbrushes 520/65536 1040/131072 ( 0.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 8820/512000 35280/2048000 ( 1.7%)
    edges 5225/256000 20900/1024000 ( 2.0%)
    LDR worldlights 32/8192 2816/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 169/32768 1690/327680 ( 0.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2568/65536 5136/131072 ( 3.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 46/512 16192/180224 ( 9.0%)
    LDR lightdata [variable] 1058068/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 37042/393216 ( 9.4%)
    LDR ambient table 1135/65536 4540/262144 ( 1.7%)
    HDR ambient table 1135/65536 4540/262144 ( 1.7%)
    LDR leaf ambient 7031/65536 196868/1835008 (10.7%)
    HDR leaf ambient 1135/65536 31780/1835008 ( 1.7%)
    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] 1/122820 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/4150 ( 0.0%)
    pakfile [variable] 857/0 ( 0.0%)
    physics [variable] 110591/4194304 ( 2.6%)
    physics terrain [variable] 3487/1048576 ( 0.3%)

    Level flags = 0

    Total triangle count: 3250
    Writing e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.bsp
    31 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a1_a.bsp" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_intrusion_a1_a.bsp"

    • findportalside: couldn't find a good match for which brush to assign to a portal near (0.0 1376.0 -552.0) - When I put go to coordinates I'm sent to the void, not even close to the inside part of the map
    • entity path_track (-496.00 -2176.00 -240.00) leaked! - This one is causing the map not compiling as a whole, but I have no idea how to deal with it. Here's a screencap[​IMG]
    • the path_track leaks through a world brush, has this happened to anyone of you? (Note: I hid nodraw textures and the bottom brush has a /toolsblack texture) Also, It's always a different entity on every compile, leaking the very same way
    Thanks in advance
     
    • Thanks Thanks x 1
  2. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    Could it be that the bottom doesnt have a world brush and its trying to aim at the center of a huge area in the void. And the camera did send you inside that same block?
     
  3. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    Ok, i compiled again without making ANY changes

    - findportalside issue got solved on it's own (don't know how)
    - now a prop_static is the one that the point file brings up:
    [​IMG]
    Now I hid the displacements and the 2nd picture is in the inside of the rock-textured brush
    Now seen from the outside:
    [​IMG]
    It still points though world brushes

    - The **** leaked **** one is still there
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,978
    You might have entities with their origins in the void, or 1u holes (from not using the grid very well). Your portal side errors are the result of leaks, nothing more, because VVIS can't figure out what's inside or outside. What specific portalside error it shows you when you have a leak is irrelevant.

    What's the last working compile you had? It's usually faster to think about what is different between the two than to check everything.
     
  5. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,372
    Positive Ratings:
    4,174
    For future reference, the "findportalside" and "leaked" errors almost always occur at the same time, so you may as well treat them as one error.

    Also, disable displacements and func_details. And make sure your selection mode isn't set to "Solids" because that makes all brush entities appear as world brushes. Don't ask me why, it's silly like that.
     
  6. Hyperion

    aa Hyperion L16: Grid Member

    Messages:
    810
    Positive Ratings:
    617
    Or disable everything and enable world geometry and skybox only
     
  7. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    Well, I have solved the thing simply by replacing the 'leaking' brush (erasing it and making another one the same size and stuff) Now i can say that this crap triggers 'randomly' (everything is working and after placing ONE SINGLE ENTITY everything gets fucked up)

    I'll post again if it happens again this happened to me A LOT to be honest
     
  8. Lampenpam

    aa Lampenpam

    Messages:
    1,018
    Positive Ratings:
    337
    I have rather random assumtions:
    What if you accidently made a lot of brushes accidently func_detail, but because you have the ignore group button enabled ( :ig: ) the brush dosnt say its an entity when double clicking it?
    Or maybe those brushes have faces with transparent textures on a side, which make them stop blocking visiblity?
     
    Last edited: Oct 27, 2015
  9. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    OK, in later compiles the problem was still present, but I managed to compile without any errors. It is kind of silly but surprisingly works for me for some reason: I first compiled BSP only. As there was no pointfile when I first wanted to check for leaks, then I compiled BSP+VIS, everything was still ok, and finally a normal compile... NO errors this time (I've done this a couple of times with this very same file when the problems above were a thing, and magically that worked every time)
    yeah i don't get it either
     
    Last edited: Nov 9, 2015
  10. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    I've been having this problem again; a random entity leaking through a world brush

    Here's the last compile log:
    ** Executing...
    ** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.vmf"

    Valve Software - vbsp.exe (Jan 19 2016)
    2 threads
    materialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_intrusion_a4fix2/nature/blendrockgroundwall003_wvt_patch
    Patching WVT material: maps/cp_intrusion_a4fix2/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_intrusion_a4fix2/nature/blendrockground005_wvt_patch
    Patching WVT material: maps/cp_intrusion_a4fix2/nature/blendgroundtogravel001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    **** leaked ****
    Entity info_observer_point (-3104.00 1584.00 208.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3584.0 -336.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3584.0 784.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 64.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3584.0 64.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 2240.0 64.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 2736.0 -336.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3056.0 -336.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 2752.0 784.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...
    Brush 336152: areaportal brush doesn't touch two areas

    Brush 336135: areaportal brush doesn't touch two areas

    Brush 336131: areaportal brush doesn't touch two areas

    Brush 336082: areaportal brush doesn't touch two areas

    Brush 336057: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 398 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 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 (1) (508603 bytes)
    Static prop models/props_doomsday/western_wood_door001.mdl outside the map (-3536.00, 2304.00, -255.75)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1271 texinfos to 891
    Reduced 141 texdatas to 129 (4010 bytes to 3637)
    Writing E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.bsp
    11 seconds elapsed
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2"

    Valve Software - vvis.exe (Jan 19 2016)
    2 threads
    reading e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.bsp
    reading e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.prt
    LoadPortals: couldn't read e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.prt


    ** Executing...
    ** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2"

    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.46 seconds)
    4148 faces
    737318 square feet [106173840.00 square inches]
    158 Displacements
    125955 Square Feet [18137632.00 Square Inches]
    sun extent from map=0.087156
    361 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (72)
    Build Patch/Sample Hash Table(s).....Done<0.0369 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 6 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (47)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 56/1024 2688/49152 ( 5.5%)
    brushes 1376/8192 16512/98304 (16.8%)
    brushsides 9436/65536 75488/524288 (14.4%)
    planes 4298/65536 85960/1310720 ( 6.6%)
    vertexes 9069/65536 108828/786432 (13.8%)
    nodes 2782/65536 89024/2097152 ( 4.2%)
    texinfos 891/12288 64152/884736 ( 7.3%)
    texdata 129/2048 4128/65536 ( 6.3%)
    dispinfos 158/0 27808/0 ( 0.0%)
    disp_verts 5910/0 118200/0 ( 0.0%)
    disp_tris 8416/0 16832/0 ( 0.0%)
    disp_lmsamples 341780/0 341780/0 ( 0.0%)
    faces 4148/65536 232288/3670016 ( 6.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3320/65536 185920/3670016 ( 5.1%)
    leaves 2839/65536 90848/2097152 ( 4.3%)
    leaffaces 4999/65536 9998/131072 ( 7.6%)
    leafbrushes 2168/65536 4336/131072 ( 3.3%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 34231/512000 136924/2048000 ( 6.7%)
    edges 23126/256000 92504/1024000 ( 9.0%)
    LDR worldlights 361/8192 31768/720896 ( 4.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 742/32768 7420/327680 ( 2.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 13812/65536 27624/131072 (21.1%)
    cubemapsamples 7/1024 112/16384 ( 0.7%)
    overlays 80/512 28160/180224 (15.6%)
    LDR lightdata [variable] 4878360/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 152567/393216 (38.8%)
    LDR ambient table 2839/65536 11356/262144 ( 4.3%)
    HDR ambient table 2839/65536 11356/262144 ( 4.3%)
    LDR leaf ambient 17451/65536 488628/1835008 (26.6%)
    HDR leaf ambient 2839/65536 79492/1835008 ( 4.3%)
    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] 1/174872 ( 0.0%)
    dtl prp lght [variable] 1/349 ( 0.3%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/28090 ( 0.0%)
    pakfile [variable] 9718/0 ( 0.0%)
    physics [variable] 508603/4194304 (12.1%)
    physics terrain [variable] 32638/1048576 ( 3.1%)

    Level flags = 0

    Total triangle count: 12509
    Writing e:\steam\steamapps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.bsp
    2 minutes, 11 seconds elapsed
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Steam\SteamApps\thedragonborn79\sourcesdk_content\tf\mapsrc\dynamic cp contest\cp_intrusion_a4fix2.bsp" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_intrusion_a4fix2.bsp"

    I may just send the .vmf to one of you guys or upload it to mediafire to see it for yourselves, idk
     
  11. radarhead

    aa radarhead Hands out ratings like cheap cigars

    Messages:
    1,003
    Positive Ratings:
    540
    Are you one hundred percent certain it is a world brush, not a displacement or a brush entity? Is the leaking entity's origin centered?
     
  12. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
  13. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
    189
    Positive Ratings:
    458
    • Thanks Thanks x 1
  14. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    Thanks so much, @Flower_Shop_Guy !! You didn't need to fix everything, but every bit of your help is appreciated :D
    Sometimes is hard to keep track of things
     
  15. Davekillerish

    aa Davekillerish Lvl O: Orange Member

    Messages:
    1,430
    Positive Ratings:
    794
    You sir are a saint
    When I ever get good anything, Ill make sure to give you one for free.