Leak ><

Discussion in 'Mapping Questions & Discussion' started by jabster, Oct 7, 2008.

  1. jabster

    jabster L1: Registered

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    Ok I have a leak in my map I created, I know what they are and how to fix them, but this one has me baffled.

    Not sure which files to post so ill post all I can find with the right name :)

    http://uppit.com/TPIU8H
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I'm not sure you'll get much of a response to that, people don't like clicking generic links, especially those posted by strangers.

    If you want to check your log for errors then this is an excellent resource that not only detects error's but tells you what they are, why they happen and how to fix them.

    Just copy and paste your log into there and away you go.

    You could just let us know what's up by taking the time to explain and we could gather what's wrong. Paste the offending error or what ever; there are some pretty experienced guys around here on the forums that will probably figure it out for you.
     
  3. jabster

    jabster L1: Registered

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    Thanks for your reply, I can understand where your coming from as personally I wouldn't download a file that was sent to me by someone that a has as little as posts as me.

    Here is what I get when I compile the map.

    Code:
    
    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\valve\steam\steamapps\bmw99yam\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge"
    
    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: c:\program files\valve\steam\steamapps\bmw99yam\team fortress 2\tf\materials
    Loading C:\Program Files\Valve\Steam\SteamApps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge.vmf
    Patching WVT material: maps/jump_ledge/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (896, 56, -56)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    **** leaked ****
    Entity func_button (1220.00 519.00 532.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 2560.0 -2748.0)
    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 (1024.0 2560.0 -300.0)
    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 (1024.0 2180.0 2128.0)
    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 (1024.0 2180.0 2220.0)
    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 (1024.0 2692.0 2212.0)
    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 (1536.0 2048.0 -236.0)
    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 (1536.0 3072.0 -236.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 2560.0 -236.0)
    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: 
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...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) (87091 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 215 texinfos to 110
    Reduced 17 texdatas to 11 (619 bytes to 298)
    Writing C:\Program Files\Valve\Steam\SteamApps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\valve\steam\steamapps\bmw99yam\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge"
    
    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge.bsp
    reading c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge.prt
    LoadPortals: couldn't read c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge.prt
    
    
    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\valve\steam\steamapps\bmw99yam\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge"
    
    Valve Software - vrad.exe SSE (Mar 11 2008)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files\valve\steam\steamapps\bmw99yam\sourcesdk_content\tf\mapsrc\jump_ledge.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.93 seconds)
    2423 faces
    3 degenerate faces
    812035 square feet [116933056.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
    Build Patch/Sample Hash Table(s).....Done<0.0974 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish
    
    
     
  4. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    copy paste you're log in here
    Than they show you the problems and give a solution to them
     
  5. Earl

    Earl L6: Sharp Member

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    Umm, he already knows he has a leak.

    Load your pointfile (Edit>Load Pointfile IIRC), and see where it points.
     
  6. Dox

    Dox L8: Fancy Shmancy Member

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    ^ what he said, its just that easy, there will be a nice red line from inside your level to outside, throw a brush in the way of it escaping.
     
  7. jabster

    jabster L1: Registered

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    Fixed them all, they were small gaps that I didn't notice.

    Thanks guys.