leak help

Discussion in 'Mapping Questions & Discussion' started by Admiral Metal Giant, Jul 9, 2017.

  1. Admiral Metal Giant

    Admiral Metal Giant L1: Registered

    Messages:
    8
    Positive Ratings:
    2
    Capture.PNG Every time i try to use a frontline prop, it leaks for no reason, even though it's still inside the map. This also seems to cause my water to appear invisible whenever in-game. (P.S. - As you can see by the picture, I'm new to map building and using hammer)

    Here's my compile -

    ** Executing...
    ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    8 threads
    materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_maymays_frontline/nature/blendwetmudground006a_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 prop_static (-848.00 -304.00 128.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1408.0 1024.0 -72.0)
    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 (-1744.0 1024.0 -72.0)
    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 (-1200.0 1024.0 -72.0)
    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 (-1408.0 1024.0 383.5)
    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 (-1744.0 1024.0 383.5)
    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 (-1200.0 1024.0 383.5)
    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 (-1232.0 1024.0 679.5)
    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 (-1744.0 1024.0 679.5)
    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...done (0)
    Merging details...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) (22516 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 126 texinfos to 64
    Reduced 16 texdatas to 14 (463 bytes to 378)
    Writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
    Wrote ZIP buffer, estimated size 107106, actual size 106624
    1 second elapsed
    0.011695 1.356804 0.000000
    0.104725 1.356804 0.000000
    0.104725 -1.673336 0.000000
    0.104725 1.673336 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    0.011695 1.673336 0.000000
    0.104725 1.356804 0.000000
    0.104725 -1.673336 0.000000
    0.104725 1.673336 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline"

    Valve Software - vvis.exe (Jun 14 2017)
    8 threads
    reading d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
    reading d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.prt
    LoadPortals: couldn't read d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.prt


    ** Executing...
    ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline"

    Valve Software - vrad.exe SSE (Jun 14 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.14 seconds)
    355 faces
    234047 square feet [33702896.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    8 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 18/1024 864/49152 ( 1.8%)
    brushes 53/8192 636/98304 ( 0.6%)
    brushsides 318/65536 2544/524288 ( 0.5%)
    planes 184/65536 3680/1310720 ( 0.3%)
    vertexes 501/65536 6012/786432 ( 0.8%)
    nodes 335/65536 10720/2097152 ( 0.5%)
    texinfos 64/12288 4608/884736 ( 0.5%)
    texdata 14/2048 448/65536 ( 0.7%)
    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 355/65536 19880/3670016 ( 0.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 216/65536 12096/3670016 ( 0.3%)
    leaves 354/65536 11328/2097152 ( 0.5%)
    leaffaces 358/65536 716/131072 ( 0.5%)
    leafbrushes 113/65536 226/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 2457/512000 9828/2048000 ( 0.5%)
    edges 1364/256000 5456/1024000 ( 0.5%)
    LDR worldlights 8/8192 704/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 10/32768 100/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 150/65536 300/131072 ( 0.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 661112/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 16138/393216 ( 4.1%)
    LDR ambient table 354/65536 1416/262144 ( 0.5%)
    HDR ambient table 354/65536 1416/262144 ( 0.5%)
    LDR leaf ambient 2341/65536 65548/1835008 ( 3.6%)
    HDR leaf ambient 354/65536 9912/1835008 ( 0.5%)
    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] 1/2346 ( 0.0%)
    pakfile [variable] 106624/0 ( 0.0%)
    physics [variable] 22516/4194304 ( 0.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 883
    Writing d:\steamlibrary\steamapps\common\team fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\workshop\koth_maymays_frontline.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_maymays_frontline.bsp"
     
    Last edited: Jul 9, 2017
  2. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

    Messages:
    888
    Positive Ratings:
    1,203
    Listen. http://www.interlopers.net/errors/ is your friend. Put your compile log in there and see what the problem is.

    One of the issues in your compile log is "FindPortalSide". This can be caused by a whole slew up problems. Go to the coordonates in each one of these issues and poke around. See if you can simplify any geometry, turn any complex brushwork into func_details, cut up any ungoldy large brushes.
     
    • Respectfully Disagree Respectfully Disagree x 1
  3. Vel0city

    aa Vel0city func_fish

    Messages:
    1,909
    Positive Ratings:
    1,530
    You have a leaking prop. You can do one of two things to fix it: one would be to rebuild that wall the red line is going trough. The other one would be mismatched entity origins, which you can fix with this: https://developer.valvesoftware.com/wiki/Leak . Scroll to the bottom to find the article on entity origins.

    I'll agree with the first part, but there's a clear leak here, which the OP is aware of, just not on how to fix it which Interlopers won't really tell in this case. The FindPortalSide issues are caused by a leak which is the first error that pops up. Fixing that would fix the FindPortalSide errors, unless there's also some really messy brushwork in the map that VBSP doesn't like.
     
  4. Admiral Metal Giant

    Admiral Metal Giant L1: Registered

    Messages:
    8
    Positive Ratings:
    2
    By rebuild the wall the point file is going through, do you mean to just delete it and make a new one?
     
    • Agree Agree x 2
  5. Vel0city

    aa Vel0city func_fish

    Messages:
    1,909
    Positive Ratings:
    1,530
    Yep. Because Hammer is Hammer it can sometimes make it look like a wall is there but to the compiler it isn't. Only way to fix it is to rebuild the wall that's causing issues.
     
  6. Admiral Metal Giant

    Admiral Metal Giant L1: Registered

    Messages:
    8
    Positive Ratings:
    2
    Just wanted to say that it worked, and thanks for the help. I didnt think it would be that easy to fix :p