map leaking

P53 Enfield

L4: Comfortable Member
Sep 11, 2020
187
23
The map I'm currently working on won't run in game and a think its because of a leak. The compile log has confirmed that my map is leaking, however, unlike it usually does its not giving me any coordinates instead telling me (-nan(ind) -nan(ind) 417.01)
Does anyone know what this means?
 
T

The Asylum

If there is a leak, a pointfile should show you what is leaking and from where. Under the Map menu, after a failed compile, there should be an option labeled Load Pointfile. That will draw a line from the problem entity to wherever its leaking out of
 

P53 Enfield

L4: Comfortable Member
Sep 11, 2020
187
23
I loaded a point file, however the line just leads to a skybox brush. I checked all around the brush and its connected to the other skybox brushes as well as the ground
Capture101.PNG
Capture102.PNG
 

P53 Enfield

L4: Comfortable Member
Sep 11, 2020
187
23
I cut the skybox brushes down to less than 2000 units, however the map is still leaking and the point file continues to point me to the same spot
 

P53 Enfield

L4: Comfortable Member
Sep 11, 2020
187
23
Could too many light entities cause a problem with compiling? Because most of the gameplay space is set indoors I've got a lot of light entities, and am thinking that maybe I've added too many for source to handle
 

Sonoma

tf_logic_lesbian
aa
May 12, 2020
648
653
I think if that was the case the compile would fail at the VRAD step, it could be a invalid solid or a huge, I am unsure what could be causing the issue, but I tried to compile just now and there was no leaks, try this version of the vmf
 

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