Leaks

Fyrstar

L1: Registered
Oct 14, 2011
5
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.
 
T

The Asylum

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.
 

tyler

aa
Sep 11, 2013
5,102
4,621
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.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
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.
 
Apr 13, 2009
728
309
** 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

No leaks. You're looking for the wrong problem I think.
 
Oct 6, 2008
1,947
445
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
 
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