Before I place the compile log, I am having an issue where you can see through water, and doors which shows the map behind it. Now I checked for the pointfile to look for a leak, it took me through a wall, I followed the red line and it continued to a random part of the void. Here are many photos of it:
dl.dropboxusercontent.com/u/80805768/bandicam%202014-04-16%2000-42-45-464.jpg
dl.dropboxusercontent.com/u/80805768/bandicam%202014-04-16%2000-42-52-866.jpg
dl.dropboxusercontent.com/u/80805768/bandicam%202014-04-16%2000-43-14-501.jpg
dl.dropboxusercontent.com/u/80805768/bandicam%202014-04-16%2000-43-18-776.jpg
I have spent all day searching, I have looked through here and have not found any answers, every time I compile this, a new entity is "leaking", but none of these entities are actually leaking. I tried looking for the "helper node", to see if it was leaking through the map. and when I did, the white circle for it did not appear, then I clicked select everything, and I clicked center origin, this did not work either. If anyone knows how to fix this, please reply here.
Things I have tried:
Refreshing the sdk, and re-setting it.
Restarting computer
Centering Origins
Checking to see if there was a leak
Compile Log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.vmf"
Valve Software - vbsp.exe (Aug 30 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
material "wood/woodwall032e" not found.
Material not found!: WOOD/WOODWALL032E
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "/rain" not found.
Material not found!: /RAIN
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_kielce_pog_v42t/de_tides/blend_concrete_dirt_wvt_patch
Patching WVT material: maps/rp_kielce_pog_v42t/nature/blendsandrock004a_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 ****
Entity prop_static (281.49 1924.59 -328.39) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0 6656.0 -137.6)
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 (6656.0 7168.0 -137.6)
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 6329.5 -272.0)
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 (5120.0 6519.0 -272.0)
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 (5120.0 6845.5 -272.0)
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 (5120.0 6656.0 -630.1)
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 (5120.0 6333.5 -204.0)
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 (5120.0 6673.0 -204.0)
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...
Brush 1129726: areaportal brush doesn't touch two areas
Brush 1158732: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 382 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (5746979 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8769 texinfos to 5439
Reduced 1198 texdatas to 1024 (56728 bytes to 50024)
Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.bsp
19 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t"
Valve Software - vvis.exe (Aug 27 2013)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t"
Valve Software - vrad.exe SSE (Sep 16 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.63 seconds)
21472 faces
1 degenerate faces
2300464 square feet [331266880.00 square inches]
149 Displacements
125263 Square Feet [18037964.00 Square Inches]
sun extent from map=0.087156
sun extent from map=0.087156
883 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (870)
Build Patch/Sample Hash Table(s).....Done<0.0790 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (71)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 115/1024 5520/49152 (11.2%)
brushes 6120/8192 73440/98304 (74.7%)
brushsides 41762/65536 334096/524288 (63.7%)
planes 15372/65536 307440/1310720 (23.5%)
vertexes 40917/65536 491004/786432 (62.4%)
nodes 16905/65536 540960/2097152 (25.8%)
texinfos 5439/12288 391608/884736 (44.3%)
texdata 1024/2048 32768/65536 (50.0%)
dispinfos 149/0 26224/0 ( 0.0%)
disp_verts 18933/0 378660/0 ( 0.0%)
disp_tris 31744/0 63488/0 ( 0.0%)
disp_lmsamples 355702/0 355702/0 ( 0.0%)
faces 21472/65536 1202432/3670016 (32.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13487/65536 755272/3670016 (20.6%)
leaves 17021/65536 544672/2097152 (26.0%)
leaffaces 26324/65536 52648/131072 (40.2%)
leafbrushes 11085/65536 22170/131072 (16.9%)
areas 47/256 376/2048 (18.4%)
surfedges 158925/512000 635700/2048000 (31.0%)
edges 100048/256000 400192/1024000 (39.1%)
LDR worldlights 882/8192 77616/720896 (10.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 3220/32768 32200/327680 ( 9.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 56046/65536 112092/131072 (85.5%) VERY FULL!
cubemapsamples 264/1024 4224/16384 (25.8%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 14628048/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 540271/393216 (137.4%) VERY FULL!
LDR ambient table 17021/65536 68084/262144 (26.0%)
HDR ambient table 17021/65536 68084/262144 (26.0%)
LDR leaf ambient 87861/65536 2460108/1835008 (134.1%) VERY FULL!
HDR leaf ambient 17021/65536 476588/1835008 (26.0%)
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] 1/72332 ( 0.0%)
pakfile [variable] 23259518/0 ( 0.0%)
physics [variable] 5746979/4194304 (137.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 62106
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.bsp
16 minutes, 1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\rp_kielce_pog_v42t.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\rp_kielce_pog_v42t.bsp"
Additional: Video of the only places I changed the map, about 1:15 and onward is when I go to all the problems.
[url]www.youtube.com/watch?v=odX52XsRHek[/url]
Click on the brush that it goes through and click the button; (ToWorld)
Chances are it's a func_detail, and they DO NOT seal the world. Clicking the ToWorld button (It's next to that drop-down box where you select entities.), will convert the "entity" to a solid, world-sealing, normal, brush.
Also, if you have any areaportal leaks, they mess up the ENTIRE map, including water, windows, and doors. (Areaportls don't work right.), you need to fix those if you want to ever have a working map. Make sure every entrance is sealed with areaportals.
The brush did not work, and the area portal that you can see through, I did not even touch and it has always worked in previous versions of the map. I tried clicking on the brush, then clicking to world, this did not work either, the red line still goes through it, I deleted the wall and remade the brush, this did not work either.
Try disabling radius culling by pressing C.
(Red circle with a R inside, next to the Cordon Tools if you are looking for it in the Toolbar)
[QUOTE=Burnout6010;44564906]Try disabling radius culling by pressing C.
(Red circle with a R inside, next to the Cordon Tools if you are looking for it in the Toolbar)[/QUOTE]
Also did not work, the red line just goes through the wall, its closed, and there is no helper node for the prop.
Check the brush the pointfile goes through for unusual textures, Like custom textures especially with transparency, tooltextures, etc...
I had an issue where a translucent texture on a worldbrush did not block vvis, check if this is the case...
[QUOTE=Freakrules;44565423]Check the brush the pointfile goes through for unusual textures, Like custom textures especially with transparency, tooltextures, etc...
I had an issue where a translucent texture on a worldbrush did not block vvis, check if this is the case...[/QUOTE]
I avoid things like that by making all new brushes with either dev or nodraw texture. practice doing that op
[QUOTE=Freakrules;44565423]Check the brush the pointfile goes through for unusual textures, Like custom textures especially with transparency, tooltextures, etc...
I had an issue where a translucent texture on a worldbrush did not block vvis, check if this is the case...[/QUOTE]
Its not an unusual texture.
Could the cordans boundaries button help if I wrapped my map around it?
How about you upload vmf so we'll check it?
[QUOTE=bacondragon7;44559016]**** leaked ****
Entity prop_static (281.49 1924.59 -328.39) leaked![/QUOTE]
Saw this as I was scrolling through the log. I don't know if this means what I think it does but thought I'd mention.
Whichever entity is closest to a leak is generally tagged as the start of a line trace that goes from that entity out into the void. If you delete that entity, the leak line will start from somewhere else.
Thank you guys for trying, I would like to thank Zeph for helping me fix the issue.
Sorry, you need to Log In to post a reply to this thread.