Leak I can't find?

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Polar-Star

L1: Registered
Jun 6, 2017
18
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
 
Mar 23, 2013
1,013
347
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
 
Last edited:

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
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.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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.
 

Polar-Star

L1: Registered
Jun 6, 2017
18
0
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

That was the problem, but now I have a different problem. I can see the buildings through the skybox, how do I fix this?
 

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Mar 23, 2013
1,013
347
ould I post my log?

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
 

Polar-Star

L1: Registered
Jun 6, 2017
18
0
Lets see what your compile log says first


** 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"
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
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.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
Looking at the compile log you posted - doesnt appear you have a leak.

This though:
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7
** Executing...

Looks like VVIS abruptly ends at one point.
 
Mar 23, 2013
1,013
347
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.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I can load a portal file, it shows blue boxes
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.
 

Polar-Star

L1: Registered
Jun 6, 2017
18
0
Thank you to everyone who's been trying to help me solve this issue
 

Attachments

  • ctf_orangefort_v00_test.vmf
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