I'm having a problem with a leak i can't find...
The point file points on entitys and every time i delete one it points out another!
Lighting works so i don't get it.
I am trying to make water.
[code]
** Executing...
** Command: "c:\program files\steam\steamapps\wanksta11\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\wanksta11\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\wanksta11\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.vmf
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_door_rotating (-359.00 511.00 114.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (224.0 2048.0 112.0)
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 (704.0 2048.0 112.0)
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 (32.0 2048.0 112.0)
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 (1024.0 2560.0 112.0)
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 (512.0 3072.0 112.0)
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 (-992.0 2048.0 -260.0)
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 (-992.0 2048.0 -344.0)
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 (-480.0 2048.0 -284.0)
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 96 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep02_06_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep02_06_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...
done (0) (79197 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 191 texinfos to 102
Reduced 30 texdatas to 26 (765 bytes to 596)
Writing C:\Program Files\Steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\wanksta11\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\wanksta11\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.bsp
reading c:\program files\steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.prt
** Executing...
** Command: "c:\program files\steam\steamapps\wanksta11\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\wanksta11\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.52 seconds)
1239 faces
1 degenerate faces
215656 square feet [31054468.00 square inches]
3 Displacements
3076 Square Feet [443062.78 Square Inches]
sun extent from map=0.000000
70 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 225/8192 2700/98304 ( 2.7%)
brushsides 1519/65536 12152/524288 ( 2.3%)
planes 766/65536 15320/1310720 ( 1.2%)
vertexes 1621/65536 19452/786432 ( 2.5%)
nodes 700/65536 22400/2097152 ( 1.1%)
texinfos 102/12288 7344/884736 ( 0.8%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 867/0 17340/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 9146/0 9146/0 ( 0.0%)
faces 1239/65536 69384/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 708/65536 39648/3670016 ( 1.1%)
leaves 703/65536 22496/2097152 ( 1.1%)
leaffaces 1481/65536 2962/131072 ( 2.3%)
leafbrushes 403/65536 806/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8829/512000 35316/2048000 ( 1.7%)
edges 5129/256000 20516/1024000 ( 2.0%)
LDR worldlights 70/8192 6160/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 147/32768 1470/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2895/65536 5790/131072 ( 4.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 664192/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 46086/393216 (11.7%)
LDR ambient table 703/65536 2812/262144 ( 1.1%)
HDR ambient table 703/65536 2812/262144 ( 1.1%)
LDR leaf ambient 4431/65536 124068/1835008 ( 6.8%)
HDR leaf ambient 703/65536 19684/1835008 ( 1.1%)
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] 1/3898 ( 0.0%)
pakfile [variable] 212240/0 ( 0.0%)
physics [variable] 79197/4194304 ( 1.9%)
physics terrain [variable] 1380/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 3580
Writing c:\program files\steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.bsp
21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\wanksta11\sourcesdk_content\ep2\mapsrc\subwaycity01.bsp" "c:\program files\steam\steamapps\wanksta11\half-life 2 episode two\ep2\maps\subwaycity01.bsp" [/code]
It points FROM entities, not to them.
You need to fix the leak in your map geometry, not delete the entity the line comes out of. Transparent textures (i.e water) and displacements don't seal your map.
Can I rate you dumb?
also you've got a large amount of "findportalside: couldn't find a good match for which brush to assign to a portal" errors. Run it through this: [url]http://www.interlopers.net/errors/[/url]
The portal error is caused by the leak
If you delete all your entities then it is true that you will get no more leak warnings. However the leak will still be there. Ensure that your map is surrounded with world brushes. Displacements and func_details will not seal your map.
[QUOTE=IronPhoenix;18896050]If you delete all your entities then it is true that you will get no more leak warnings. However the leak will still be there. Ensure that your map is surrounded with world brushes. Displacements and func_details will not seal your map.[/QUOTE]
IIRC it just says ***leaked*** without specifying an entity or writing a pointfile when you have no entities in your map.
I just surround my map in a large box.
And uhh
[img]http://filesmelt.com/downloader/vgdfgdfgdf.png[/img]
Call it.
You'll be put through to a man in Peru who sells silicone sealer.
[QUOTE=poopiecrap;18918480]I just surround my map in a large box.
And uhh
[img]http://filesmelt.com/downloader/vgdfgdfgdf.png[/img][/QUOTE]
then maybe theres a door floating outside your box, or your box got a hole
[QUOTE=DanielPinoy;18934072]then maybe theres a door floating outside your box, or your box got a hole[/QUOTE]
Or a friend in Europe wants a chat.
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