Leak, but no Pointfile

Discussion in 'Mapping Questions & Discussion' started by Icarus, Feb 26, 2010.

  1. Icarus

    aa Icarus

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    I have no idea what's wrong. Even cordoning off the entire level results in the same error. It's not related to areaportals, and I am unable to pinpoint an exact location with cordon. It has to do something about hint brushes, since I can compile fine if I don't enable them, but I don't see why that would be.

    PS: Thanks, Aly

    Code:
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\icaruswong\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\icaruswong\team fortress 2\tf" "d:\program files (x86)\steam\steamapps\icaruswong\sourcesdk_content\tf\mapsrc\coldfront\cp_coldfront_a10"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: d:\program files (x86)\steam\steamapps\icaruswong\team fortress 2\tf\materials
    Loading d:\program files (x86)\steam\steamapps\icaruswong\sourcesdk_content\tf\mapsrc\coldfront\cp_coldfront_a10.vmf
    Patching WVT material: maps/cp_coldfront_a10/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/cp_coldfront_a10/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/cp_coldfront_a10/nature/blendgrasstosnow001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (40.0 0.0 848.0)
    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: Brush 674852: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (296.0 0.0 848.0)
    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: Brush 674852: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 960.0 848.0)
    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: Brush 674852: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 440.0 848.0)
    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: Brush 674852: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 1024.0 848.0)
    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: Brush 674852: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (576.0 960.0 240.0)
    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: Brush 674853: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 960.0 344.0)
    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: Brush 674853: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (616.0 1024.0 344.0)
    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: Brush 674853: 
    
    *** Suppressing further FindPortalSide errors.... ***
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 3272 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (3)
    writing d:\program files (x86)\steam\steamapps\icaruswong\sourcesdk_content\tf\mapsrc\coldfront\cp_coldfront_a10.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_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 (2) (1283723 bytes)
    Static prop models/props_forest/icicle_lrg_straight.mdl outside the map (79.98, 8.00, 629.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 9400 texinfos to 4228
    Reduced 230 texdatas to 192 (7365 bytes to 5790)
    Writing d:\program files (x86)\steam\steamapps\icaruswong\sourcesdk_content\tf\mapsrc\coldfront\cp_coldfront_a10.bsp
    22 seconds elapsed
     
    Last edited: Feb 26, 2010
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    There's a possibility you might have accidently applied a regular texture to a hint brush? But i doubt that'd cause a leak.

    What's over here? : static prop models/props_forest/icicle_lrg_straight.mdl outside the map (79.98, 8.00, 629.00)

    And there's no pointfile? It looks like it made a portal file.. which it wouldn't normally do if there was a leak.

    writing d:\program files (x86)\steam\steamapps\icaruswong\sourcesdk_content\tf\mapsrc\coldfront\cp_coldfront_a10.prt...Building visibility clusters...

    Did you skip vrad?

    Very odd indeed.

    I can only suggest turning everything off except your hint and skip brushes and looking at those. Or closing hammer and re-opening it, as sometimes hammer assigns certain tool brushes to the wrong visgroup (i don't know how hammer handles that in compile, if it mistakes a brushes properties), depending which was the original texture applied to it when you made it. re-opening hammer normally fixes that bug.
     
    • Thanks Thanks x 1
  3. Randdalf

    aa Randdalf

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    Go to brush numbers 674852 and 674853.

    This problem is not a leak, it's something to do with VBSP messing up because there's some really large brush somewhere. In my case, it turned out to be a hint brush (twice), so I suggest trying to cut down on ultra-large ones.

    (Going to the brush number usually isn't the brush causing the problem, but a brush touched by one that is, as I said previously, likely a hint brush).
     
    • Thanks Thanks x 1
  4. Ravidge

    aa Ravidge Grand Vizier

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    I've had this happen randomly when props have been completely hidden inside geometry, though sometimes they don't complain at all. It's very confusing, that is my guess to the issue atleast. Try hiding the props visgroup and see if that compiles.

    If you're sure it's caused by hints. I'd try randdalfs suggestions (no mega brushes).
     
  5. Icarus

    aa Icarus

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    It's most likely caused by complex brushes that vbsp has trouble understanding. I'll just rehint the affected areas (mid), or use APs instead.
     
  6. Resistance

    Resistance L2: Junior Member

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    You'll want to make sure those brushes aren't off the grid. I was getting those errors when my brushes came off the grid.
     
  7. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    This may sound stupid, but did you compile without an entity in the map? For example a light.
    I've done this many times, turing off vis-groups to quicky compile to iron out leaks. What I do now is turn off all visgroups apart from world geomatry, and add a player_start in the middle of the map.

    Edit: after reading your compile again, I now feel stupid becuase your map isn't leaked due to a hole. :p
    - Sorry :(
     
    Last edited: Feb 26, 2010
  8. Icarus

    aa Icarus

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    Recreating the hint brushes from scratch seemed to have fixed it. I'll know what might be causing it next time it happens.
     
  9. HellJumper

    aa HellJumper

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    I know this sounds awkward, but I had a problem similar to this, and I fixed it by deleting all of my overlays / decals. Apparently it had something to do with an illegal operation where an overlay can't span more than a couple brushes.