Mapping help (leaks!)

Discussion in 'Mapping Questions & Discussion' started by Virulus, Aug 25, 2011.

  1. Virulus

    Virulus L1: Registered

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    I have no idea what I'm doing when it comes to fixing problems, so I'm hoping you will help me with this massive error I seemed to have made...

    And, if possible, I'd like a fix or workarounds...this area has already been done 3 times, I don't want todo it again...

    so, without further ado, here is the compile log:

    Code:
    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!
    
    VBSP:  c:\program files (x86)\steam\steamapps\jdog888\sourcesdk\bin\orangebox\bin\vbsp.exe  -game  "c:\program files (x86)\steam\steamapps\jdog888\team fortress 2\tf" "C:\Users\Alick\Desktop\Source SDK\cp_carmap"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\jdog888\team fortress 2\tf\materials
    Loading C:\Users\Alick\Desktop\Source SDK\cp_carmap.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity item_healthkit_small (223.00 100.00 3.24) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4231.5 6144.0 -34.0)
    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 (4231.5 6144.0 366.0)
    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 (4743.5 6144.0 26.0)
    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 (4096.0 6656.0 -177.0)
    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 (4096.0 6656.0 163.0)
    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 (4096.0 6656.0 366.0)
    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 (4608.0 7168.0 26.0)
    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 (5120.0 6656.0 26.0)
    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...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 340 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_upward_hdr weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_upward_hdr to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_upward_hdr weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_upward_hdr 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...
    done (1) (295561 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1244 texinfos to 843
    Reduced 15 texdatas to 13 (305 bytes to 261)
    Writing C:\Users\Alick\Desktop\Source SDK\cp_carmap.bsp
    2 seconds elapsed
    
    Compile Complete for this module.
    VBSP Completed: 25 August 2011,  16:52:20
    VBSP: 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
    
    COMPILE STOPPED DUE TO FATAL ERROR!
    yeeah...it's really long and looks bad.

    Thanks in advance for your help :)
     
  2. RaVaGe

    aa RaVaGe

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    map > loadpointfile
     
  3. Virulus

    Virulus L1: Registered

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    It hasn't loaded one...
     
  4. Flashkirby99

    Flashkirby99 L1: Registered

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    Yeah, Jacob made the map with lots of 1 unit thick walls everywhere. Your compiler is breaking because you probably deleted one of them, so turn off brush enitites and func_details in visgroups and check for map leaks. If you find one fill it in obviously...
     
  5. RaVaGe

    aa RaVaGe

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    When you say 'It hasn't loaded one', you got an window for load a .lin file, or nothing happened ?

    If nothing happened, you got a red line in the map who show the position of the leak.
     
  6. Virulus

    Virulus L1: Registered

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    It took me to the file browser to look for a portal file but there wasn't one there...
     
  7. RaVaGe

    aa RaVaGe

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    map > Load Pointfile
     
  8. Virulus

    Virulus L1: Registered

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    as I have said, it took me to the file browser, It just won't load
     
  9. RaVaGe

    aa RaVaGe

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    Ok so why are you speaking of a portal file ?

    Then try to get to the position of the healtkit who is the most close entity of the leak.

    View -> Go to Coordinates 223.00 100.00 3.24
     
  10. Kill_the_Bug

    aa Kill_the_Bug

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    Go to those co-ordinates - find the object identified - go to your top view window - then go to you vis panel right hand side - start turning things off starting at the bottom of the list .i.e Turn off func_details, props, etc. lastly displacements - you should have solid walls or nodraw walls left.

    Check the area around the location for obvious leaks (even if 1 unit wide) by clicking each of your brushes - do they all connect to each other? If nothing clearly seen and everything touches you may have a bad brush.

    You can then use the big box method - a big box over 1/4 of your map - top/bottom and then move the box around after evert compile (you don't need to run vis or rad - just the bsp) this will help you find any bad brushes or help you too. Don't worry about error messages you get in the compile - you're just looking to see if the leak co-ordinates stop. If they do stop and they are in the area of your original leak - check the brushes around the leak - delete 1 compile if error stops you found the bad brush - you then remake it. if the error continues - ctrl+z to put back the item you just deleted.

    Sadly - no easy fixes for bad brushes you have to hunt for them.
     
  11. RaVaGe

    aa RaVaGe

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    :cordonedit:

    You can use the cordon tool for that ;)

    An alt+p will list all the bad brush contains in the map.
     
  12. Kill_the_Bug

    aa Kill_the_Bug

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    OMG - why do I learn all these good tips AFTER I make the my map - LOL.

    I never knew you could use alt+p to find bad brushes too!

    Thanks!