[SOLVED] weird compile errors

The_Gl!tch.exe

L3: Member
Apr 3, 2018
107
2
Hello there,
I'm having multiple compile errora and I don't know how to fix them.

1. The compiler always blames a random prop, light or particle system for a leak, even though they are in a sealed room. Every time I delete the selected item, a different random one is blamed for the leak when compiling again.
2. There are also "findportalside" errors (possibly caused by the leak); the first one is far outside the map according to the coordinates.
3. There are also multiple "too many light styles on a face" errors. The lights are still the same in my previous map version and this error hasn't happened before.

Anyway, here is the compile log:
Code:
** 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\trade_sakura_a7.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
2 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\trade_sakura_a7.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_sakura_a7/coalmines/blendgroundtograss_coalmines2_wvt_patch
Patching WVT material: maps/trade_sakura_a7/swamp/nature/blendswampmudtodirt001_wvt_patch
Patching WVT material: maps/trade_sakura_a7/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/trade_sakura_a7/nature/blendrockgroundwallisland_interior02_wvt_patch
Patching WVT material: maps/trade_sakura_a7/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/trade_sakura_a7/nature/blendgroundtobattlefieldgrass003_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 prop_static (-856.00 504.00 144.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 4096.0 656.0)
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 3584.0 656.0)
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 (3136.0 3072.0 -88.0)
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 (3216.0 3072.0 -88.0)
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 (3664.0 3072.0 -88.0)
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 (3152.0 3072.0 1640.0)
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 (3664.0 3072.0 1640.0)
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 (3072.0 3584.0 -440.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 430 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_yuki_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_yuki_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_yuki_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_yuki_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (350746 bytes)
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 889 texinfos to 587
Reduced 70 texdatas to 60 (1946 bytes to 1572)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7.bsp
Wrote ZIP buffer, estimated size 5532, actual size 4246
9 seconds elapsed

** 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" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7"

Valve Software - vvis.exe (Sep 23 2019)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7.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" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7"

Valve Software - vrad.exe SSE (Sep 23 2019)

  Valve Radiosity Simulator  
2 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\trade_sakura_a7.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (6.80 seconds)
4348 faces
1341211 square feet [193134400.00 square inches]
22 Displacements
78785 Square Feet [11345043.00 Square Inches]
sun extent from map=0.087156
212 direct lights
BuildFacelights:  0.
WARNING: Too many light styles on a face at (255.000000, 1290.666748, 305.333344)

WARNING: Too many light styles on a face at (255.000000, 1288.000000, 488.000000)

WARNING: Too many light styles on a face at (-97.000000, 1128.000000, 119.999992)

WARNING: Too many light styles on a face at (-39.999969, 1185.000000, 184.000000)

WARNING: Too many light styles on a face at (40.000000, 1185.000000, 184.000000)

WARNING: Too many light styles on a face at (-88.707230, 1144.707031, 183.999985)

WARNING: Too many light styles on a face at (31.000000, 1128.000000, 184.000000)
..1...2
WARNING: Too many light styles on a face at (511.000000, 1304.000000, 280.000000)
...3...4
WARNING: Too many light styles on a face at (104.000000, 1112.000000, 65.000000)

WARNING: Too many light styles on a face at (40.000000, 1176.000000, 65.000000)

WARNING: Too many light styles on a face at (8.000000, 1176.000000, 65.000000)

WARNING: Too many light styles on a face at (392.000061, 1256.000000, 65.000000)

WARNING: Too many light styles on a face at (8.000000, 1599.000000, 360.000000)

WARNING: Too many light styles on a face at (40.000000, 1185.000000, 247.999969)

WARNING: Too many light styles on a face at (-216.000000, 1160.000000, 65.000000)
.
WARNING: Too many light styles on a face at (-24.000000, 1176.000000, 65.000000)

WARNING: Too many light styles on a face at (-88.000000, 1176.000000, 65.000000)

WARNING: Too many light styles on a face at (-23.999992, 1112.000000, 65.000000)

WARNING: Too many light styles on a face at (-264.000000, 1599.000000, 504.000000)

WARNING: Too many light styles on a face at (-39.999969, 1185.000000, 247.999969)
..5...6...7...8...9...10 (110)
Build Patch/Sample Hash Table(s).....Done<0.0581 sec>
FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
1 of 36 (2% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
Writing leaf ambient...done
Ready to Finish

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models  46/1024  2208/49152  ( 4.5%)
brushes  994/8192  11928/98304  (12.1%)
brushsides  6725/65536  53800/524288  (10.3%)
planes  2580/65536  51600/1310720  ( 3.9%)
vertexes  6052/65536  72624/786432  ( 9.2%)
nodes  2460/65536  78720/2097152  ( 3.8%)
texinfos  587/12288  42264/884736  ( 4.8%)
texdata  60/2048  1920/65536  ( 2.9%)
dispinfos  22/0  3872/0  ( 0.0%)
disp_verts  1782/0  35640/0  ( 0.0%)
disp_tris  2816/0  5632/0  ( 0.0%)
disp_lmsamples  185600/0  185600/0  ( 0.0%)
faces  4348/65536  243488/3670016  ( 6.6%)
hdr faces  0/65536  0/3670016  ( 0.0%)
origfaces  2708/65536  151648/3670016  ( 4.1%)
leaves  2507/65536  80224/2097152  ( 3.8%)
leaffaces  5449/65536  10898/131072  ( 8.3%)
leafbrushes  1791/65536  3582/131072  ( 2.7%)
areas  6/256  48/2048  ( 2.3%)
surfedges  31223/512000  124892/2048000  ( 6.1%)
edges  18219/256000  72876/1024000  ( 7.1%)
LDR worldlights  212/8192  18656/720896  ( 2.6%)
HDR worldlights  0/8192  0/720896  ( 0.0%)
leafwaterdata  3/32768  36/393216  ( 0.0%)
waterstrips  370/32768  3700/327680  ( 1.1%)
waterverts  0/65536  0/786432  ( 0.0%)
waterindices  5964/65536  11928/131072  ( 9.1%)
cubemapsamples  0/1024  0/16384  ( 0.0%)
overlays  0/512  0/180224  ( 0.0%)
LDR lightdata  [variable]  6384976/0  ( 0.0%)
HDR lightdata  [variable]  0/0  ( 0.0%)
visdata  [variable]  0/16777216 ( 0.0%)
entdata  [variable]  90372/393216  (23.0%)
LDR ambient table  2507/65536  10028/262144  ( 3.8%)
HDR ambient table  2507/65536  10028/262144  ( 3.8%)
LDR leaf ambient  14631/65536  409668/1835008  (22.3%)
HDR leaf ambient  2507/65536  70196/1835008  ( 3.8%)
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]  1/54692  ( 0.0%)
pakfile  [variable]  4246/0  ( 0.0%)
physics  [variable]  350746/4194304  ( 8.4%)
physics terrain  [variable]  4920/1048576  ( 0.5%)

Level flags = 0

Total triangle count: 11666
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7.bsp
2 minutes, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_sakura_a7.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_sakura_a7.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf"  +map "trade_sakura_a7" -steam
 

tyler

aa
Sep 11, 2013
5,102
4,621
Go to Map > Load Pointfile and figure out why things are leaking. You have a hole in your map. I think the rest of this will clear up as soon as you fix it. The red line should direct you to the hole, which you can then seal. Displacements, brush entities, and func_details do not seal maps as they are not world brushes. Make sure your map is sealed with world brushes, and that no entities or brush entities have origins outside the map.

You can compile BSP only and not run the game to continue generating new pointfiles quickly, until all your leaks are sealed.

For your third issue, I can't quite tell from the compile log, but you might just have a very big brush that you need to break up. This would be easier to figure out with screenshots. However, the error is pretty clear, whether or not something like this worked in a previous map.

I suggest joining the Discord (link is on the main page, near server info) and asking there for faster help.
 

The_Gl!tch.exe

L3: Member
Apr 3, 2018
107
2
The red line of the loaded pointfile still blames the randomly chosen prop_static as a leak as well as an empty area outside of the map
dzsuUOm.jpg

ETs3RRX.jpg
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Firstly, you will rarely fix a leak by deleting the leaking object*. Leaks generally have less to do with the leaking object and more to do with the red line produced by the pointfile. Entities are simply used as a point of reference when drawing this line, as Source always assumes that wherever an entity is, is meant to be part of the "inside" of the map. If you delete a leaking entity, the leak will simply move to a different entity until you've deleted every entity in your map, which is as functional of a solution as amputating your leg because you got muscle cramps.

Are you absolutely certain that none of the brushes that the red line passes through are entities or displacements? Brush entities, including func_detail entities, will not seal maps, so the red line has no problem going through them. Convert the brush entity to a world brush using the "To World" button on the right, which will allow it to seal the map. (When checking if a brush is an entity, make sure you have "Groups" or "Objects" selected in the top right corner, otherwise Hammer will not show you what brushes are part of entities.) Displacement brushes will also not seal maps, as well as any brush with a transparent texture on any side (ie a glass texture).

*The only exception is when an entity is placed outside the map, but that's not what's happening here.