I have lot of leaks that I can't be able to find

Croc Snipe

L1: Registered
Oct 25, 2020
26
2
I was making a huge CTF map when I get leaks from nowhere although my map is currently sealed and no voids contacting the inside. The Entities exposed to the void were: item_teamflag, light_env. and the props that it says it's outside the map even though it not is: lightbubl001.mdl and some 2 spawn doors.

Please help me and take a look at this compile log.


** 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\ctf_industry_roof_topper.vmf"

Valve Software - vbsp.exe (May 21 2020)
8 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\ctf_industry_roof_topper.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity item_teamflag (-2240.00 2944.00 528.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (27412 bytes)
Static prop models/props_2fort/lightbulb001.mdl outside the map (-2944.00, 2560.00, 703.00)
Static prop models/props_gameplay/door_slide_large_frame.mdl outside the map (-2770.00, 2848.00, 576.00)
Static prop models/props_gameplay/door_slide_large_frame.mdl outside the map (-2770.00, 2272.00, 576.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 134 texinfos to 92
Reduced 11 texdatas to 11 (261 bytes to 261)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.bsp
Wrote ZIP buffer, estimated size 105941, actual size 105727
0 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\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper"

Valve Software - vvis.exe (May 21 2020)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper"

Valve Software - vrad.exe SSE (May 21 2020)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.02 seconds)
1493 faces
4978508 square feet [716905216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0264 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 23/1024 1104/49152 ( 2.2%)
brushes 63/8192 756/98304 ( 0.8%)
brushsides 402/65536 3216/524288 ( 0.6%)
planes 348/65536 6960/1310720 ( 0.5%)
vertexes 1794/65536 21528/786432 ( 2.7%)
nodes 506/65536 16192/2097152 ( 0.8%)
texinfos 92/12288 6624/884736 ( 0.7%)
texdata 11/2048 352/65536 ( 0.5%)
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 1493/65536 83608/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 291/65536 16296/3670016 ( 0.4%)
leaves 530/65536 16960/2097152 ( 0.8%)
leaffaces 2310/65536 4620/131072 ( 3.5%)
leafbrushes 276/65536 552/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7709/512000 30836/2048000 ( 1.5%)
edges 4079/256000 16316/1024000 ( 1.6%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 65/32768 650/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 954/65536 1908/131072 ( 1.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3071752/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15840/393216 ( 4.0%)
LDR ambient table 530/65536 2120/262144 ( 0.8%)
HDR ambient table 530/65536 2120/262144 ( 0.8%)
LDR leaf ambient 3645/65536 102060/1835008 ( 5.6%)
HDR leaf ambient 530/65536 14840/1835008 ( 0.8%)
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] 1/494 ( 0.2%)
pakfile [variable] 105727/0 ( 0.0%)
physics [variable] 27412/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3559
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_industry_roof_topper.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Source engine rarely, if ever, lies about this stuff. Have you tried loading your pointfile? It should point you to right where the leak is. Remember that entities, func_detail, and displacements do not seal a map. Having entities inside of a brush can also make them leak.
 

Croc Snipe

L1: Registered
Oct 25, 2020
26
2
I did but all it did is go through the floor that is not in contact with the void and it stops there.