The invisible leak

Discussion in 'Mapping Questions & Discussion' started by absurdistof, Sep 13, 2009.

  1. absurdistof

    aa absurdistof

    Messages:
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    Positive Ratings:
    394
    Alright, I don't know what my oh-so-mischievous version of Hammer is up to this time, but I have reason to believe its completely nuts.

    So here's the story: It all starts with me wondering why my water does not render. So, I copy my compile log and stick it into the interlopers.net compile log checker, which says my map has sprung a leak. So, naturally, I begin a massive scavenger hunt of all the possible leaks in my map, to which there were a few (mostly the most ridiculous leaks I have ever seen, ever) because I had optimized the skybox, so it wasn't a giant box surrounding my map. After no luck following any corrections I could ever find (I was literally clicking everything outside of the skybox to see if it was a func_detail or a displacement that wasn't covered) and re-checking to see if the skybox fit (I deleted all the skybox and re-optimized it), all the while checking my map with the compile log checker.

    Finally, I gave up, which gave me an idea: surround the map in box-skyboxes where the leaks could be (a box would be like a bubble around a certain section of the map) and steadily delete them, checking every time I deleted one, to see if a leak appeared, hence being somewhere within the area the box occupied. Long story short, it seemingly didn't work.

    Ridiculously frustrated and confused, I again surrounded the entire map in a box-skybox, shamelessly disregarding my carefully optimized skybox still remaining there (pretty much a double seal, one optimized, and then a giant, ugly hollowed-out box textured skybox on all sides). After the entire map was completely covered by the skybox, I ran another compile test, with only the bsp in the map, to minimize the compile time.

    Guess what it said. I had a leak.

    So if you want to skip all the above here is the simple point: My map is completely surrounded with skybox, and it (the compile checker) still says I have a leak.

    Here's the log:

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9.vmf
    Patching WVT material: maps/ctf_swamp_contestantu9/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/ctf_swamp_contestantu9/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 (1)
    **** leaked ****
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_03 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_03 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 (0) (252707 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 931 texinfos to 685
    Reduced 49 texdatas to 44 (1231 bytes to 1058)
    Writing C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.bsp
    reading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.prt
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.51 seconds)
    5951 faces
    2 degenerate faces
    3284558 square feet [472976448.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
    Build Patch/Sample Hash Table(s).....Done<0.0402 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (33)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                693/8192         8316/98304    ( 8.5%) 
    brushsides            4427/65536       35416/524288   ( 6.8%) 
    planes                1534/65536       30680/1310720  ( 2.3%) 
    vertexes              7882/65536       94584/786432   (12.0%) 
    nodes                 3742/65536      119744/2097152  ( 5.7%) 
    texinfos               685/12288       49320/884736   ( 5.6%) 
    texdata                 44/2048         1408/65536    ( 2.1%) 
    dispinfos                0/0               0/0        ( 0.0%) 
    disp_verts               0/0               0/0        ( 0.0%) 
    disp_tris                0/0               0/0        ( 0.0%) 
    disp_lmsamples           0/0               0/0        ( 0.0%) 
    faces                 5951/65536      333256/3670016  ( 9.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             2648/65536      148288/3670016  ( 4.0%) 
    leaves                3744/65536      119808/2097152  ( 5.7%) 
    leaffaces             7030/65536       14060/131072   (10.7%) 
    leafbrushes           2042/65536        4084/131072   ( 3.1%) 
    areas                    1/256             8/2048     ( 0.4%) 
    surfedges            39028/512000     156112/2048000  ( 7.6%) 
    edges                21288/256000      85152/1024000  ( 8.3%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips            599/32768        5990/327680   ( 1.8%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          9399/65536       18798/131072   (14.3%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     2264748/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]         342/393216   ( 0.1%) 
    LDR ambient table     3744/65536       14976/262144   ( 5.7%) 
    HDR ambient table     3744/65536       14976/262144   ( 5.7%) 
    LDR leaf ambient      2136/65536       59808/1835008  ( 3.3%) 
    HDR leaf ambient      3744/65536      104832/1835008  ( 5.7%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]        1465/0        ( 0.0%) 
    physics               [variable]      252707/4194304  ( 6.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 16549
    Writing c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\swamp contest\ctf_Swamp_contestantU9.bsp
    39 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\Swamp Contest\ctf_Swamp_contestantU9.bsp" "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf\maps\ctf_Swamp_contestantU9.bsp"
    
    
    And here are some pics:
    [​IMG]
    [​IMG]
     
    Last edited: Sep 13, 2009
  2. Terr

    aa Terr Cranky Coder

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    Is there a pointfile? If so, what does it show?

    I was frustrated a while back, and it turned out that I had an entity (several, actually) whose "origin" point is was way out-of-whack, placed at at some ridiculous position while the "actual" thing is clearly in the right place. (You can see origins with :helpers:)

    Also, ensure you actually have entities on the inside of your map, or Hammer gets confused which side is the outside.
     
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  3. absurdistof

    aa absurdistof

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    Every entity is within the optimized skybox :/

    And I'll give that origin button a test drive, but the log says I have a leak in general, as well as an entity leak.
     
  4. absurdistof

    aa absurdistof

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    With entities and the :helpers: button clicked:

    [​IMG]
     
  5. Artesia

    Artesia L6: Sharp Member

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    72
    did you load the pointfile?

    the entity origins I believe are only visible when the entity is selected.
     
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  6. absurdistof

    aa absurdistof

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    Whats a pointfile(plz forgive)?

    And are you saying that I have to manually click every entity for it's origin? O.O
     
  7. PL-7764

    PL-7764 L6: Sharp Member

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    67
    Go to Map -> Load Pointfile. It draws a red line from a leaking entity to the leak. Although seeing as Hammer isn't giving you the coordinates of the leaking entity I'm not sure what it'll do to help... Try it anyway, I'm not an expert.
     
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  8. Terr

    aa Terr Cranky Coder

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    405
    The pointfile is a debug file that has the path of the leak. Go to the "Map" menu on the top, and then "Load Pointfile". It should offer to automagically load it. Now there will be a red line showing the path of the leak in your level. Toggle visgroups stuff on and off until you find where it is, then follow it.

    As for finding origins, yes, you have to select the entity (with :helpers: on) and then it will show a small white circle in 2D views, or a shaded blue ball in 3D views. (You can try it with func_door).

    If your pointfile shows a red line that begins and ends outside your map, select the whole map (Edit->select all) and look for an origin near the red line. If you have a wacky origin, select the entity and right-click in a 2D view and choose "Center Origin".
     
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  9. absurdistof

    aa absurdistof

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    Ok, thanks for clarifying, but apparently Hammer didn't save a pointfile for my latest version of the map...
     
  10. Terr

    aa Terr Cranky Coder

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    Make sure you have at least one entity in the "inside" of your map (including 3d skyboxes and each and any weird disconnected bubble-rooms in the void etc.) and that it is not hidden by the Visgroup settings. Hidden items are effectively disabled when you compile.
     
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    Last edited: Sep 13, 2009
  11. absurdistof

    aa absurdistof

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    And I selected all with the :helpers: on and there were some really weird origins where nothing was before, but technically would be out of the map, even though nothing is where the origin is in Hammer. How do I correct this?

    EDIT: I know about the hidden visgroups and lack of compile (learned the hard way with hl2), and I can see some completely random origins just floating outside of my optimized skybox.

    I'm a little nervous to test with everything on including the huge skybox, seeing as the reason I optimized the skybox was to avoid hammer crashes, so having one outside would bring me to the same problem.

    Should I just skybox the floating origins (that are seemingly alone and not attached to an entity?) or should I correct them somehow?

    Pic: [​IMG] One of many...
     
    Last edited: Sep 13, 2009
  12. Terr

    aa Terr Cranky Coder

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    Select, then right-click in the 2d view and choose "center origins". It should move the origin of each item to the center of the respective brush.

    You'll want to re-check some things (esp. rotating or moving doors) to make sure it doesn't change how you want them to behave.
     
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  13. absurdistof

    aa absurdistof

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    Ok, thanks a lot! Compiling with the optimized skybox now... Will post if it worked or not.
     
  14. absurdistof

    aa absurdistof

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    Hmm.. Well technically I still have a leak.

    Here's what the log said :

    So I went to the coordinates in view, and I ended up in front of a light inside the map...

    Full log:
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.vmf
    Patching WVT material: maps/ctf_mireland_a1/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/ctf_mireland_a1/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 light (74.00 -2938.00 180.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -3584.0 20.0)
    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 (3584.0 -4096.0 20.0)
    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 (3500.0 -3072.0 20.0)
    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 (4002.0 -3072.0 20.0)
    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 (4080.0 -3072.0 20.0)
    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 (4090.0 -3072.0 20.0)
    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 -3584.0 20.0)
    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 (-1536.0 -4096.0 20.0)
    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 2798 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_03 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_03 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) (975253 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3842 texinfos to 2541
    Reduced 68 texdatas to 60 (1740 bytes to 1504)
    Writing C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.bsp
    8 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.bsp
    reading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.prt
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (3.60 seconds)
    14492 faces
    24 degenerate faces
    1440669 square feet [207456432.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 76.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 76.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 76.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 76.000000 but _zero_percent_distance of 0.000000
    178 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (117)
    Build Patch/Sample Hash Table(s).....Done<0.0559 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
    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 (37)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  83/1024         3984/49152    ( 8.1%) 
    brushes               2734/8192        32808/98304    (33.4%) 
    brushsides           18260/65536      146080/524288   (27.9%) 
    planes                5594/65536      111880/1310720  ( 8.5%) 
    vertexes             22135/65536      265620/786432   (33.8%) 
    nodes                 4000/65536      128000/2097152  ( 6.1%) 
    texinfos              2541/12288      182952/884736   (20.7%) 
    texdata                 60/2048         1920/65536    ( 2.9%) 
    dispinfos                0/0               0/0        ( 0.0%) 
    disp_verts               0/0               0/0        ( 0.0%) 
    disp_tris                0/0               0/0        ( 0.0%) 
    disp_lmsamples           0/0               0/0        ( 0.0%) 
    faces                14492/65536      811552/3670016  (22.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            10160/65536      568960/3670016  (15.5%) 
    leaves                4084/65536      130688/2097152  ( 6.2%) 
    leaffaces            19366/65536       38732/131072   (29.6%) 
    leafbrushes           5410/65536       10820/131072   ( 8.3%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges           118287/512000     473148/2048000  (23.1%) 
    edges                71015/256000     284060/1024000  (27.7%) 
    LDR worldlights        178/8192        15664/720896   ( 2.2%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips           2503/32768       25030/327680   ( 7.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         52980/65536      105960/131072   (80.8%) VERY FULL!
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                10/512          3520/180224   ( 2.0%) 
    LDR lightdata         [variable]     3344656/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]       92431/393216   (23.5%) 
    LDR ambient table     4084/65536       16336/262144   ( 6.2%) 
    HDR ambient table     4084/65536       16336/262144   ( 6.2%) 
    LDR leaf ambient     17623/65536      493444/1835008  (26.9%) 
    HDR leaf ambient      4084/65536      114352/1835008  ( 6.2%) 
    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]           1/21972    ( 0.0%) 
    pakfile               [variable]        2248/0        ( 0.0%) 
    physics               [variable]      975253/4194304  (23.3%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 48922
    Writing c:\program files (x86)\steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.bsp
    2 minutes, 50 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\absurdistof\sourcesdk_content\tf\mapsrc\ctf_mireland_a1.bsp" "c:\program files (x86)\steam\steamapps\absurdistof\team fortress 2\tf\maps\ctf_mireland_a1.bsp"
    
     
  15. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    394
    So I basically deleted that light and shift-copied in another from the same room and the same error cropped up. I'm going to try deleting all the lights in the room and putting them back in now...
     
  16. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    If you get that message there ought to be a pointfile present, which will trace the leak path from the light's-origin out to the void.
     
  17. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    394
    Hm.. I followed the pointfile and tried to correct it but so far no good.

    Does the pointfile update every compile?
     
  18. Washipato

    Washipato L3: Member

    Messages:
    149
    Positive Ratings:
    97
    Yes, try to follow the red line and seal the map from the void where the red line escapes. Then, compile. Repeat until you have sealed everything