Leak I can't find?

Discussion in 'Mapping Questions & Discussion' started by Polar-Star, Jun 8, 2017.

  1. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    I've finished the basics of my map and added a skybox to make it look nicer. But my skybox won't load properly because I have a leak somewhere, but it's really confusing how it's happening. In the pictures below, it shows where the entity is leaking, but I can't seem to find out HOW it's leaking. It just flys into a wall and dives downward. I keep looking for the leak but I can't find it anywhere? Leak.PNG Leak 2.PNG
     
  2. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    Is the wall a func_detail? Select it and press ctrl+shift+W to turn it back into a solid world brush. An entity can't seal your map
     
    • Agree Agree x 1
    Last edited: Jun 8, 2017
  3. [Rx.] Christian Troy

    [Rx.] Christian Troy L4: Comfortable Member

    Messages:
    154
    Positive Ratings:
    42
    Is there any triggers in your map yet? Sometimes when you move triggers or areas with triggers in them, the purple ball (After years, I'm still not good with the termonolgy) doesn't always move with them. When you are zoomed out that far it can't always be seen.
     
  4. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    @[Rx.] Christian Troy

    The entity origin is probably not the issue here because the leak is from light_enviroment which you can see in the first screenshot.
     
    • Agree Agree x 1
  5. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    114
    Positive Ratings:
    18
    Try remaking the wall that the leak is going through. Seems to happen to me sometimes and a simple remake works most of the time.
     
  6. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    That was the problem, but now I have a different problem. I can see the buildings through the skybox, how do I fix this?
     

    Attached Files:

  7. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    Have you compile VVIS on full? No errors in the log?
     
  8. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    Yes it's on full, and when I checked my log there were no errors, should I post my log?
     
  9. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    Go ahead.

    If there aren't any probelms make sure the other room isnt in the PVS (potential visible set) of the player. Thats a little more complicated. VVIS generated visleafs in you level, which you can see when you go to map>load portal file. If the visleaf of the other room can "see" the visleaf you are in then the other room is rendered.
    Thats a pretty basic explaination of how they work but I suspect the issue lying somewhere else anyway. Lets see what your compile log says first
     
  10. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.vmf"

    Valve Software - vbsp.exe (Feb 17 2017)
    8 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_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_hydro_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) (212602 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 643 texinfos to 418
    Reduced 5 texdatas to 5 (105 bytes to 105)
    Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
    Wrote ZIP buffer, estimated size 105937, actual size 105723
    0 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test"

    Valve Software - vvis.exe (Feb 17 2017)
    8 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.prt
    493 portalclusters
    822 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7
    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test"

    Valve Software - vrad.exe SSE (Feb 17 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.13 seconds)
    2287 faces
    334516 square feet [48170428.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.008727
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Build Patch/Sample Hash Table(s).....Done<0.0048 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 1/1024 48/49152 ( 0.1%)
    brushes 574/8192 6888/98304 ( 7.0%)
    brushsides 3445/65536 27560/524288 ( 5.3%)
    planes 1244/65536 24880/1310720 ( 1.9%)
    vertexes 4214/65536 50568/786432 ( 6.4%)
    nodes 1419/65536 45408/2097152 ( 2.2%)
    texinfos 418/12288 30096/884736 ( 3.4%)
    texdata 5/2048 160/65536 ( 0.2%)
    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 2287/65536 128072/3670016 ( 3.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1130/65536 63280/3670016 ( 1.7%)
    leaves 1421/65536 45472/2097152 ( 2.2%)
    leaffaces 2446/65536 4892/131072 ( 3.7%)
    leafbrushes 1148/65536 2296/131072 ( 1.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 15288/512000 61152/2048000 ( 3.0%)
    edges 9275/256000 37100/1024000 ( 3.6%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 532/32768 5320/327680 ( 1.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 6498/65536 12996/131072 ( 9.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 871288/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 687/393216 ( 0.2%)
    LDR ambient table 1421/65536 5684/262144 ( 2.2%)
    HDR ambient table 1421/65536 5684/262144 ( 2.2%)
    LDR leaf ambient 1630/65536 45640/1835008 ( 2.5%)
    HDR leaf ambient 1421/65536 39788/1835008 ( 2.2%)
    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] 105723/0 ( 0.0%)
    physics [variable] 212602/4194304 ( 5.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 6194
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_orangefort_v00_test.bsp"
     
  11. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    I'm not sure what I'm looking at with that screenshot. It looks like maybe the compiler didn't do any optimization? You shouldn't be trying to hide geometry behind skybox brushes, because it almost never works and is even more rarely necessary, but that mess has enough twists and turns that only some of it should be visible.
     
  12. AsG_Alligator

    aa AsG_Alligator trigger_hiss

    Messages:
    358
    Positive Ratings:
    810
    Looking at the compile log you posted - doesnt appear you have a leak.

    This though:
    Looks like VVIS abruptly ends at one point.
     
    • Like Like x 1
  13. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    What does that mean?
     
  14. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    What all we know is that VIS didn't finish and your map won't have proper visiblity calculated. So everything is rendered all the time.
     
  15. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    I can load a portal file, it shows blue boxes
     
  16. Vel0city

    aa Vel0city personal pick-pocketing parrot

    Messages:
    1,883
    Positive Ratings:
    1,488
    That's what VBSP generates. Then VVIS takes that information and actually calculates visibility but for some reason that doesn't wanna do that so it crashes. Why though remains a mystery.
     
  17. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    Should I send my map for you guys to look at?
     
  18. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    Couldn't hurt.
     
  19. Polar-Star

    Polar-Star L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    Thank you to everyone who's been trying to help me solve this issue
     

    Attached Files:

  20. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    so it's fixed?