Map on hold untill I get this figured out.

B

Buster Charlie

I cloned half my map to make the red side of the map, and now i'm getting weird phantom leaks.

For example, I am getting a leak THROUGH a solid non entity brush.

As in I load the pointfile and it's going through the center of a solid brush, not between a bseam, but through the meat of it.

obviously I can't release a map that has a leak, so can anyone tell me how fucked i am?

I'm also getting some weird material errors..

[username] replaced to protect the innocent.

materialPath: e:\steam\steamapps\[username]\team fortress 2\tf\materials
Loading E:\TF2 Mod\Badlandsclassic31.vmf
Patching WVT material: maps/badlandsclassic31/nature/blendrockground005_wvt_patch
Patching WVT material: maps/badlandsclassic31/nature/blendrockground002_wvt_patch
Patching WVT material: maps/badlandsclassic31/nature/blendrockground004_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (1250.00 5005.00 551.24) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 6184.0 184.0)
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 (0.0 6184.0 1504.0)
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 (0.0 6696.0 1288.0)
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 (-512.0 7168.0 1288.0)
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 (-512.0 5120.0 -16.0)
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 (-512.0 5120.0 2.0)
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 (-512.0 5120.0 1306.0)
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 (0.0 5244.0 -8.0)
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...error: material METAL/IBEAM003 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material METAL/IBEAM003 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_1360_5187_480 doesn't have a $bottommaterial
error: material METAL/IBEAM003 doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_001a_432_5024_448 doesn't have a $bottommaterial
error: material METAL/METALSTAIR001A doesn't have a $bottommaterial
error: material METAL/METALSTAIR001A doesn't have a $bottommaterial
error: material maps/badlandsclassic31/tile/floor_tile_004b_176_4493_736 doesn't have a $bottommaterial
done (1)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 3546 detail faces...done (2)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (4) (1830505 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10072 texinfos to 6078
Reduced 214 texdatas to 175 (9028 bytes to 7128)
Writing E:\TF2 Mod\Badlandsclassic31.bsp
28 seconds elapsed
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Are the brushes by chance ones with the materials that are erroring? $bottommaterial is used when compiling water... did you accidentally place %compilewater or similar into the VMT for those materials? Could be the cause of the leak since water doesn't seal.
Another thing could be if the brush is invalid and gets warped when compiling, have you look at it in game?

Edit: Yet another thing... do you have any tool textures on any faces of the brush that is being hit by the pointfile? Usage of some tool textures will cause brushes to fail and leak.
 

vegit0r

L1: Registered
Dec 17, 2007
17
0
to begin, I have had issues myself copying a section on my map, is was not an easy 'box' shape was the major issue, that or hammer is just a whiny girl

1. Have you opened the menu "check map for errors", and checked for any grimlins created during the copy by hammer?

2. Have you loaded the portal point file to see what all of the choking on portal creation could be (as in looking at the possible skewed portals created)

3. If your leak is going through the center of a brush, is this brush piercing the outside of the skybox or the portal somewhere? what do the coards (1250.00 5005.00 551.24) go to? If it is well within, you might have to try moving this by right click- transform and moving it, or try hiding the brush and re-making over top of it to ensure the brush is the real culprit.
 

Vilepickle

Banned
Oct 25, 2007
372
199
It's not an areaportal leak is it?
 
Oct 25, 2007
219
690
I think Boojum is on the right track. Sounds like you have a bad texture causing a leak. Since you know which brush is leaking, try changing the texture.
 
B

Buster Charlie

Are the brushes by chance ones with the materials that are erroring? $bottommaterial is used when compiling water... did you accidentally place %compilewater or similar into the VMT for those materials? Could be the cause of the leak since water doesn't seal.
Another thing could be if the brush is invalid and gets warped when compiling, have you look at it in game?

Edit: Yet another thing... do you have any tool textures on any faces of the brush that is being hit by the pointfile? Usage of some tool textures will cause brushes to fail and leak.


I didn't edit any materials, I don't know why they're errorig I guess I can just delete the offending ones and rebuild.

I checked for problems, no invalid brushes.
 
B

Buster Charlie

I replaced the texture on the brush, then retextured it by hand and it dosen't leak. However I still get two 'nobottom' errors. Weird.