Leaks

Discussion in 'Mapping Questions & Discussion' started by Fyrstar, Oct 16, 2011.

  1. Fyrstar

    Fyrstar L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Okay, I am learning the basics, trying to make my own home as suggested instead of a map.

    However, my level leaks constantly.

    After reviewing this link and following directions religiously


    http://www.youtube.com/watch?src_vi...annotation_id=annotation_418007&v=1VyoitE17Wc


    My level leaks. Horribly. I've applied the skybox as directed with -32.

    Here is my post leak report:

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\fyrstar\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\fyrstar\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.vmf"

    Valve Software - vbsp.exe (Oct 14 2011)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\fyrstar\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.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 C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.prt...Building visibility clusters...
    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) (2674 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3 texinfos to 3
    Reduced 1 texdatas to 1 (40 bytes to 40)
    Writing C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\fyrstar\sources


    Using 2009 SDK with Team Fortress 2.

    Thanks for your help.
     
  2. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    Under the Map menu in Hammer, there's a Load Pointfile command. That will draw a red line from whatever entity is leaking and out through the hole in your brushes that's allowing it to leak.
     
    • Thanks Thanks x 1
  3. Fyrstar

    Fyrstar L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Thank you=D
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    From watching about 1 minute of that video I can tell you not to use it.

    Dig through the tutorial section in these forums and utilize the developer wiki rather than youtube and you will go far. Youtube is a den of evil as far as mapping is concerned.
     
  5. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    I learned how to use Hammer though Youtube.... which explains a lot, doesnt it?
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    It certainly answers a lot of questions, yes.
     
    • Thanks Thanks x 1
  7. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    There's also a space in your mapname, which will probably break some things. VVIS and VRAD aren't even running, perhaps because of that.
     
  8. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

    Messages:
    726
    Positive Ratings:
    273
    No leaks. You're looking for the wrong problem I think.
     
  9. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

    Messages:
    1,455
    Positive Ratings:
    235
    Also you can use this tool which will help you a lot:

    http://www.interlopers.net/errors/

    It helps you identify errors in the compile + offer solutions in how to fix them.

    Leaks can also be caused by a bad brush - if everything looks and or is sealed on all sides the brush might be bad - replace it
     
    Last edited: Oct 16, 2011