• Leak Problem
    3 replies, posted
Whenever I compile my map, it says there is a leak, and it gives me the cords. Whenever I go to the cords, it's a entity so I decided to load the pointfile. But the problem is the red line leads to the void where there is nothing. I tried deleting the entity, but then it just says another entity is leaking. Thanks for the help! Pictures: [IMG]http://i.imgur.com/e71wSTk.jpg[/IMG] -------------- [IMG]http://i.imgur.com/q8tbrfk.jpg[/IMG] -------------- [IMG]http://i.imgur.com/MKHWxkJ.jpg[/IMG] Compile log: [code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\mapthings\gm_vj_test\gm_vj_test.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials Loading C:\Users\Vrej\mapthings\gm_vj_test\gm_vj_test.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/gm_vj_test/nature/blenddebris002a_wvt_patch Patching WVT material: maps/gm_vj_test/nature/blendashdirt01_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 info_node (-3983.13 -4325.41 -2167.00) 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) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep01_04*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep01_04*.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 ConVarRef mat_reduceparticles doesn't point to an existing ConVar Building Physics collision data... done (0) (53102 bytes) Static prop models/props_combine/combine_intwallunit.mdl outside the map (-3129.00, -3409.00, -2350.00) Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2783.00) Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2655.00) Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2527.00) Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2863.00) Static prop models/props_silo/ladderrung.mdl outside the map (-4068.00, -3839.00, -2238.00) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 584 texinfos to 327 Reduced 136 texdatas to 114 (4241 bytes to 3544) Writing C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test" Valve Software - vvis.exe (May 15 2014) 8 threads reading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp reading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.prt LoadPortals: couldn't read c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.30 seconds) 1712 faces 4829460 square feet [695442304.00 square inches] 1 Displacements 364 Square Feet [52481.26 Square Inches] 40 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0259 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 149/8192 1788/98304 ( 1.8%) brushsides 1084/65536 8672/524288 ( 1.7%) planes 1034/65536 20680/1310720 ( 1.6%) vertexes 2667/65536 32004/786432 ( 4.1%) nodes 1042/65536 33344/2097152 ( 1.6%) texinfos 327/12288 23544/884736 ( 2.7%) texdata 114/2048 3648/65536 ( 5.6%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 25/0 500/0 ( 0.0%) disp_tris 32/0 64/0 ( 0.0%) disp_lmsamples 1056/0 1056/0 ( 0.0%) faces 1712/65536 95872/3670016 ( 2.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 403/65536 22568/3670016 ( 0.6%) leaves 1049/65536 33568/2097152 ( 1.6%) leaffaces 2134/65536 4268/131072 ( 3.3%) leafbrushes 615/65536 1230/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 9378/512000 37512/2048000 ( 1.8%) edges 5197/256000 20788/1024000 ( 2.0%) LDR worldlights 40/8192 3520/720896 ( 0.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 126/32768 1260/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1782/65536 3564/131072 ( 2.7%) cubemapsamples 10/1024 160/16384 ( 1.0%) overlays 83/512 29216/180224 (16.2%) LDR lightdata [variable] 6619688/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 109117/393216 (27.7%) LDR ambient table 1049/65536 4196/262144 ( 1.6%) HDR ambient table 1049/65536 4196/262144 ( 1.6%) LDR leaf ambient 1846/65536 51688/1835008 ( 2.8%) HDR leaf ambient 1049/65536 29372/1835008 ( 1.6%) 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] 1/6228 ( 0.0%) pakfile [variable] 1173277/0 ( 0.0%) physics [variable] 53102/4194304 ( 1.3%) physics terrain [variable] 223/1048576 ( 0.0%) Level flags = 0 Total triangle count: 4402 Writing c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp 6 seconds elapsed Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.30 seconds) 1712 faces 4829460 square feet [695442304.00 square inches] 1 Displacements 364 Square Feet [52481.26 Square Inches] 40 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0271 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 149/8192 1788/98304 ( 1.8%) brushsides 1084/65536 8672/524288 ( 1.7%) planes 1034/65536 20680/1310720 ( 1.6%) vertexes 2667/65536 32004/786432 ( 4.1%) nodes 1042/65536 33344/2097152 ( 1.6%) texinfos 327/12288 23544/884736 ( 2.7%) texdata 114/2048 3648/65536 ( 5.6%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 25/0 500/0 ( 0.0%) disp_tris 32/0 64/0 ( 0.0%) disp_lmsamples 1056/0 1056/0 ( 0.0%) faces 1712/65536 95872/3670016 ( 2.6%) hdr faces 1712/65536 95872/3670016 ( 2.6%) origfaces 403/65536 22568/3670016 ( 0.6%) leaves 1049/65536 33568/2097152 ( 1.6%) leaffaces 2134/65536 4268/131072 ( 3.3%) leafbrushes 615/65536 1230/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 9378/512000 37512/2048000 ( 1.8%) edges 5197/256000 20788/1024000 ( 2.0%) LDR worldlights 40/8192 3520/720896 ( 0.5%) HDR worldlights 40/8192 3520/720896 ( 0.5%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 126/32768 1260/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1782/65536 3564/131072 ( 2.7%) cubemapsamples 10/1024 160/16384 ( 1.0%) overlays 83/512 29216/180224 (16.2%) LDR lightdata [variable] 6619688/0 ( 0.0%) HDR lightdata [variable] 6619688/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 109117/393216 (27.7%) LDR ambient table 1049/65536 4196/262144 ( 1.6%) HDR ambient table 1049/65536 4196/262144 ( 1.6%) LDR leaf ambient 1846/65536 51688/1835008 ( 2.8%) HDR leaf ambient 1846/65536 51688/1835008 ( 2.8%) 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] 1/6228 ( 0.0%) pakfile [variable] 1173277/0 ( 0.0%) physics [variable] 53102/4194304 ( 1.3%) physics terrain [variable] 223/1048576 ( 0.0%) Level flags = 0 Total triangle count: 4402 Writing c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\gm_vj_test.bsp" [/code]
i'd say try turning off radius culling and check if the top skybox isn't a brush entity.
Another Possible Problem is that your Entity's origin is outside your map, toggle helpers on and move the origin of the leaked entity back in your map.
The leak is fixed, thanks Snapster and Sparkthunder!
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