• Unknown Leak
    10 replies, posted
I made the most basic map I can make today, it's just a skybox and a flat ground, yet somehow, the compiler is saying that there is a leak in the map. Compile logs: [CODE] ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "e:\downloads\snow" Valve Software - vbsp.exe (May 14 2014) 4 threads materialPath: e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials Loading e:\downloads\snow.vmf Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default Can't find surfaceprop snow for material NATURE/SNOWFLOOR001A, using default Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt 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) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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) (2281 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 7 texinfos to 3 Reduced 3 texdatas to 3 (57 bytes to 57) Writing e:\downloads\snow.bsp 0 seconds elapsed ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "e:\downloads\snow" Valve Software - vvis.exe (May 14 2014) 4 threads reading e:\downloads\snow.bsp reading e:\downloads\snow.prt LoadPortals: couldn't read e:\downloads\snow.prt ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "e:\downloads\snow" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\lights.rad. Loading e:\downloads\snow.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.04 seconds) 9616 faces 41254932 square feet [5940710400.00 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 (2) Build Patch/Sample Hash Table(s).....Done<0.5896 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (60) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 6/8192 72/98304 ( 0.1%) brushsides 36/65536 288/524288 ( 0.1%) planes 160/65536 3200/1310720 ( 0.2%) vertexes 12181/65536 146172/786432 (18.6%) nodes 5767/65536 184544/2097152 ( 8.8%) texinfos 3/12288 216/884736 ( 0.0%) texdata 3/2048 96/65536 ( 0.1%) 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 9616/65536 538496/3670016 (14.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 5769/65536 184608/2097152 ( 8.8%) leaffaces 9616/65536 19232/131072 (14.7%) leafbrushes 2176/65536 4352/131072 ( 3.3%) areas 1/256 8/2048 ( 0.4%) surfedges 38728/512000 154912/2048000 ( 7.6%) edges 19365/256000 77460/1024000 ( 7.6%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 17673840/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 250/393216 ( 0.1%) LDR ambient table 5769/65536 23076/262144 ( 8.8%) HDR ambient table 5769/65536 23076/262144 ( 8.8%) LDR leaf ambient 3592/65536 100576/1835008 ( 5.5%) HDR leaf ambient 5769/65536 161532/1835008 ( 8.8%) 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] 1/12 ( 8.3%) pakfile [variable] 105647/0 ( 0.0%) physics [variable] 2281/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19472 Writing e:\downloads\snow.bsp 1 minute, 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "e:\downloads\snow.bsp" "\snow.bsp" ** Executing... ** Command: " " ** Parameters: -dev -console -allowdebug -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" +map "snow" [/CODE] If the VMF is needed, I'll be happy to send it, as it is the most basic thing I've ever made.
You could load the pointfile and see where the red line goes. [QUOTE=Valve Developer Wiki]Loading a Pointfile The pointfile can be loaded into the Hammer Editor to show you precisely where the leak is inside the level. To load a pointfile for the level, use the Load Pointfile command in the Map menu. This image shows the pointfile loaded into the previous example. Notice that the red line appears in both the 3D and 2D views, and is traced back from the entity through the gap. Using this visual aid, you can find the source of the leak by following the red line to the outside of the level. It's best to start at the entity specified in the vbsp error message, and then follow the line until you find the gap in the geometry. Close the gap and recompile the level to see if you have fixed the leak.[/QUOTE]
Oh, I forgot to mention, there actually isn't a pointfile for this map, it wasn't generated.
Then I'm not really sure what else could help, especially when the map is so simple. Are all brushes properly aligned to the grid? Actually, what's that model? Is it going outside the edges of the map?
Model? There are no models on this map.
[code]Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%)[/code] What's this then? Unless I'm missing something
Hmph, strange. Entity report doesn't have any props, and I never made any.
lets see. whats inside the vmf.
VMF's here. [url]https://www.dropbox.com/s/59p78axwg5t6ph1/snow.vmf?dl=0[/url]
The reason the map is leaking is because you have no entities inside the map. At bare minimum you need a light_environment and an info_player_start. You cannot compile a map without entities.
It worked, thanks!
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