Leaked, but no coordinates. Help?

Discussion in 'Mapping Questions & Discussion' started by suber36g, Feb 17, 2017.

  1. suber36g

    suber36g L3: Member

    Messages:
    134
    Positive Ratings:
    37
    I'm making a map and i got this problem. It say it leaked but there is no coordinates and it doesn't have a Pointfile nor a Portal File, But it look fine in both Hammer and TF2. Here the info:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.vmf"

    Valve Software - vbsp.exe (Feb 13 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.vmf
    Patching WVT material: maps/ctf_drainpump_a1/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/ctf_drainpump_a1/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7Brush 84865: WARNING, microbrush
    ...8...9...10 (0)
    **** leaked ****
    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)
    *** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_alpinestorm_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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (614149 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 462 texinfos to 216
    Reduced 23 texdatas to 16 (726 bytes to 440)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.bsp
    Wrote ZIP buffer, estimated size 3221, actual size 2337
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1"

    Valve Software - vvis.exe (Feb 13 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1"

    Valve Software - vrad.exe SSE (Feb 13 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.63 seconds)
    4922 faces
    5 degenerate faces
    1485564 square feet [213921328.00 square inches]
    13 Displacements
    55886 Square Feet [8047590.50 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<0.0268 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 745/8192 8940/98304 ( 9.1%)
    brushsides 6476/65536 51808/524288 ( 9.9%)
    planes 4714/65536 94280/1310720 ( 7.2%)
    vertexes 7707/65536 92484/786432 (11.8%)
    nodes 3539/65536 113248/2097152 ( 5.4%)
    texinfos 216/12288 15552/884736 ( 1.8%)
    texdata 16/2048 512/65536 ( 0.8%)
    dispinfos 13/0 2288/0 ( 0.0%)
    disp_verts 1885/0 37700/0 ( 0.0%)
    disp_tris 3200/0 6400/0 ( 0.0%)
    disp_lmsamples 123256/0 123256/0 ( 0.0%)
    faces 4922/65536 275632/3670016 ( 7.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1898/65536 106288/3670016 ( 2.9%)
    leaves 3541/65536 113312/2097152 ( 5.4%)
    leaffaces 5740/65536 11480/131072 ( 8.8%)
    leafbrushes 2686/65536 5372/131072 ( 4.1%)
    areas 1/256 8/2048 ( 0.4%)
    surfedges 31329/512000 125316/2048000 ( 6.1%)
    edges 17388/256000 69552/1024000 ( 6.8%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 3/32768 36/393216 ( 0.0%)
    waterstrips 482/32768 4820/327680 ( 1.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 7257/65536 14514/131072 (11.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 6325268/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 361/393216 ( 0.1%)
    LDR ambient table 3541/65536 14164/262144 ( 5.4%)
    HDR ambient table 3541/65536 14164/262144 ( 5.4%)
    LDR leaf ambient 1784/65536 49952/1835008 ( 2.7%)
    HDR leaf ambient 3541/65536 99148/1835008 ( 5.4%)
    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] 2337/0 ( 0.0%)
    physics [variable] 614149/4194304 (14.6%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 13955
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.bsp
    13 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_drainpump_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_drainpump_a1.bsp"
     
  2. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,862
    Try going to this brush and removing it.
     
    • Thanks Thanks x 1
  3. suber36g

    suber36g L3: Member

    Messages:
    134
    Positive Ratings:
    37
    thank crash to fix that brush problem, but it didn't effect the leak
     
  4. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,862
  5. suber36g

    suber36g L3: Member

    Messages:
    134
    Positive Ratings:
    37
    Never mind, the coordinates came back and i assuming the doors were glitched out or something because the center origin is fine, so i just put a hollowed skybox in the void surrounding the Pointfile.
     
  6. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,862
    That's really just a patch to hide the problem, though. I'd select the whole map and see if there is another origin point there or something.
     
  7. suber36g

    suber36g L3: Member

    Messages:
    134
    Positive Ratings:
    37
    the door center origin was at the pointfile, but i move it to the door current position. when i rerun the map, the pointfile didn't change.
     
  8. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,862
    Might be a silly question, but have you unloaded/ loaded the pointfile?
     
  9. suber36g

    suber36g L3: Member

    Messages:
    134
    Positive Ratings:
    37
    I just open the map again and delete the skybox to see the pointfile, but it now magical fixed. Source is weird