Mystery leak in nothing

Discussion in 'Mapping Questions & Discussion' started by gwd. Ķ-Ő-₣-Ť˺, Nov 8, 2017.

  1. gwd. Ķ-Ő-₣-Ť˺

    gwd. Ķ-Ő-₣-Ť˺ L1: Registered

    Messages:
    27
    Positive Ratings:
    6
    Hi, I'm making a koth map, and have been having very few problems up until I started adding displacements. Up until before I did this there were no problems with leaks. I know that displacements can spell trouble for leaks and things, but for the life of me I can't figure it out. When I load a point file it keeps saying all of these random things like light sources, solid non-displacement walls, and doors are the cause of the leak. Every time I remove these things it just points me to another thing (All of which were things here that didn't cause trouble in previous versions which I never changed). I then tried removing all of the displacements that I had added and still nothing. Finally I rolled back to several versions prior and for some reason now there were issues there too. What the heck.

    Here's the log:

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.vmf
    material "concrete/fortwall009" not found.
    Material not found!: CONCRETE/FORTWALL009
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "construction/brick/constructwall002" not found.
    Material not found!: CONSTRUCTION/BRICK/CONSTRUCTWALL002
    material "brick/adobe003" not found.
    Material not found!: BRICK/ADOBE003
    Patching WVT material: maps/koth_roughpatch_b4/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/koth_roughpatch_b4/nature/blendgroundtogravel003_wvt_patch
    Patching WVT material: maps/koth_roughpatch_b4/dev/dev_blendmeasure2_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity func_respawnroomvisualizer (5968.00 2132.00 0.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3100.0 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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3612.0 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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3584.0 676.0)
    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 (4608.0 4096.0 332.0)
    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 (4096.0 2560.0 448.0)
    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 2560.0 980.0)
    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 2560.0 -200.0)
    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 (4256.0 2048.0 -8.0)
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    material "skybox/sky_well_02rt" not found.
    Can't load skybox file skybox/sky_well_02 to build the default cubemap!
    Can't load skybox file skybox/sky_well_02 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (217190 bytes)
    Static prop models/props_hydro/3pipe_straight_64.mdl outside the map (3544.00, -152.00, 493.79)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 301 texinfos to 243
    Reduced 57 texdatas to 53 (1423 bytes to 1309)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
    Wrote ZIP buffer, estimated size 2003, actual size 1521
    1 second elapsed
    CMaterialDict::Shutdown m_MissingList count: 4

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4"

    Valve Software - vvis.exe (Oct 14 2017)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.33 seconds)
    3514 faces
    924625 square feet [133146112.00 square inches]
    193 Displacements
    122049 Square Feet [17575178.00 Square Inches]
    sun extent from map=0.026177
    65 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Build Patch/Sample Hash Table(s).....Done<0.0220 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (45)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 30/1024 1440/49152 ( 2.9%)
    brushes 594/8192 7128/98304 ( 7.3%)
    brushsides 4005/65536 32040/524288 ( 6.1%)
    planes 1992/65536 39840/1310720 ( 3.0%)
    vertexes 5727/65536 68724/786432 ( 8.7%)
    nodes 2658/65536 85056/2097152 ( 4.1%)
    texinfos 243/12288 17496/884736 ( 2.0%)
    texdata 53/2048 1696/65536 ( 2.6%)
    dispinfos 193/0 33968/0 ( 0.0%)
    disp_verts 15633/0 312660/0 ( 0.0%)
    disp_tris 24704/0 49408/0 ( 0.0%)
    disp_lmsamples 331136/0 331136/0 ( 0.0%)
    faces 3514/65536 196784/3670016 ( 5.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1954/65536 109424/3670016 ( 3.0%)
    leaves 2689/65536 86048/2097152 ( 4.1%)
    leaffaces 3771/65536 7542/131072 ( 5.8%)
    leafbrushes 1313/65536 2626/131072 ( 2.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 24368/512000 97472/2048000 ( 4.8%)
    edges 14701/256000 58804/1024000 ( 5.7%)
    LDR worldlights 65/8192 5720/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 366/32768 3660/327680 ( 1.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5541/65536 11082/131072 ( 8.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4718948/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 43597/393216 (11.1%)
    LDR ambient table 2689/65536 10756/262144 ( 4.1%)
    HDR ambient table 2689/65536 10756/262144 ( 4.1%)
    LDR leaf ambient 18210/65536 509880/1835008 (27.8%)
    HDR leaf ambient 2689/65536 75292/1835008 ( 4.1%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/12422 ( 0.0%)
    pakfile [variable] 1521/0 ( 0.0%)
    physics [variable] 217190/4194304 ( 5.2%)
    physics terrain [variable] 27927/1048576 ( 2.7%)

    Level flags = 0

    Total triangle count: 9465
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp
    1 minute, 5 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_roughpatch_b4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_roughpatch_b4.bsp"
     
  2. Vel0city

    aa Vel0city func_fish

    Messages:
    1,909
    Positive Ratings:
    1,530
    Well yeah, deleting a leaking entity doesn't fix the leak so a new entity will leak in place of it.

    Seeing how you started getting issues after adding displacements, know that displacements don't seal the map. If you make a displacement that "touches" the void on the other side you should seal that up with a nodraw/skybox-textured world brush. Entity origins can also become mismatched from the entity they're attached to causing a leak, you can realign them with this: https://developer.valvesoftware.com/wiki/Leak#Mismatched_entity_origins

    I suggest you look at that entire page about what leaks are and how to find and fix them.
     
    • Agree Agree x 2
  3. gwd. Ķ-Ő-₣-Ť˺

    gwd. Ķ-Ő-₣-Ť˺ L1: Registered

    Messages:
    27
    Positive Ratings:
    6
    I'll check out that page but I'm pretty sure I've accounted for those things. I've sealed off all of my displacements so none "touch" the void, and besides the point files never tell me that the leak is coming from the displacements. And I know that deleting the entity won't remove a leak entirely, but I find it suspicious that every thing pointed to by the pointfile seem harmless, have been harmless in previous versions, and then once I remove them or fix them it just points me to another, completely unrelated thing.

    And I'm not sure if this is anything but the way I had thought pointfiles worked was that it went from a player spawn to the leak, whereas my pointfiles seems to have two arbitrary end points, one usually at some random thing and the other just dipping to the void through a solid surface, not even at an edge.
     
  4. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,477
    Positive Ratings:
    1,367
    You have to look at the path of the point file. It shows the leak by showing a path from the void to an entity in the leaking area (all entities must be within the boundaries of the map, so naturally hammer uses the entities to determine if an area is supposed to be part of the gameplay area). The point file will not pass through world geometry capable of sealing the map, so if the line goes through something you thought sealed the map, well, then it doesn't.

    Can you take a screenshot of it?
     
    • Agree Agree x 1
    Last edited: Nov 9, 2017
  5. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    663
    Positive Ratings:
    469
    Another cause of a leak is if it is possible to draw a line between two faces of the same areaportal brush without passing through any areaportal or other map-sealing geometry.
     
  6. Floof Waffles

    Floof Waffles L4: Comfortable Member

    Messages:
    199
    Positive Ratings:
    119
    Yeah, deleting an entity that's leaking isn't going to solve the problem.
    I'm not quite sure if you already knew this or if I'm misreading, but ye~
     
  7. gwd. Ķ-Ő-₣-Ť˺

    gwd. Ķ-Ő-₣-Ť˺ L1: Registered

    Messages:
    27
    Positive Ratings:
    6
    Okay I figured it out, thanks for the help guys it'll probably help me in the long run too.
     
    • Like Like x 1
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