Uh, my map can't compile.

Junbug

L1: Registered
Sep 29, 2024
1
0
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Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
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Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\koth_woodworks.vmf"
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Valve Software - vbsp.exe (Jun 25 2024)
8 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\koth_woodworks.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** leaked **
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (2242 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11 texinfos to 9
Reduced 3 texdatas to 3 (72 bytes to 72)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\koth_woodworks.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

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Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
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Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\koth_woodworks"
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Valve Software - vvis.exe (Jun 25 2024)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\koth_woodworks.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\koth_woodworks.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\koth_woodworks.prt


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Command failed with return code 0x1! Scroll up and check if you have a leak or error in VBSP.

** Screenshot the WHOLE window when showing this compile log
** Or upload the .log file generated beside your VMF
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4 command(s) finished in 0 seconds
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
466
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** leaked **
Processing areas...done (0)
Your map has a leak - an area where the space inside the map can "leak" out to the void beyond.
If you try compiling the map, and then go to "View > Load Pointfile" in Hammer, it will create a red wiggly line that will lead you through wherever the hole in your map is.

If the red wiggly line goes through solid geometry, it's because ONLY world brushes can seal your map from leaks - func_detail, displacements and props cannot.
This is why it's commonplace to have nodraw brushes under displacements.