First off, I am a total newbie at hammer, and this map is my first srsbizus map or 2nd map (The first map being a cube with a nympho_player_start). So the map is basically an info_player_start with a suit, crowbar, 357, and an smg piled on it (Changing/deleting stuff didn't do shit so I put the stuff back on the info player start.), here's the thing, before I added 2 lights I had no leaks, then I added 2 lights, got a leak, deleted the lights, still got a leak, so I added a light back. Now I have no idea what the hell is wrong, could I possibly upload the .vmf so you guys can see whats wrong?
Compile log:
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.vmf"
Valve Software - vbsp.exe (Jun 8 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2\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 ****
Entity weapon_357 (-211.68 -200.00 296.00) 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_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) (4799 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap"
Valve Software - vvis.exe (Jun 8 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
reading c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap"
Valve Software - vrad.exe SSE (Jun 8 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
94 faces
17492 square feet [2518862.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 13/8192 156/98304 ( 0.2%)
brushsides 78/65536 624/524288 ( 0.1%)
planes 60/65536 1200/1310720 ( 0.1%)
vertexes 140/65536 1680/786432 ( 0.2%)
nodes 88/65536 2816/2097152 ( 0.1%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 94/65536 5264/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 51/65536 2856/3670016 ( 0.1%)
leaves 90/65536 2880/2097152 ( 0.1%)
leaffaces 99/65536 198/131072 ( 0.2%)
leafbrushes 30/65536 60/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 639/512000 2556/2048000 ( 0.1%)
edges 359/256000 1436/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 6/32768 60/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 99/65536 198/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 64708/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1912/393216 ( 0.5%)
LDR ambient table 90/65536 360/262144 ( 0.1%)
HDR ambient table 90/65536 360/262144 ( 0.1%)
LDR leaf ambient 116/65536 3248/1835008 ( 0.2%)
HDR leaf ambient 90/65536 2520/1835008 ( 0.1%)
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] 1/400 ( 0.3%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 4799/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 247
Writing c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp" "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2\maps\Zomap.bsp"
[/code]
No, none of the entities are the problem.
Try loading your pointfile to find the leak. It's under Map > Load Pointfile.
[QUOTE=Silve;23323411]Try loading your pointfile to find the leak. It's under Map > Load Pointfile.[/QUOTE]
Just brings me to an entity that I delete then gets a new entity, until I have no entities left then just get a leak error.
*facepalm* follow the red line that goes from the entity till it reaches the void that's where your leak is.
You don't delete the entity, you just follow the line [b]from[/b] it to the void. Like Teshok said that is where you will find the leak.
[QUOTE=flyboy463;23323533]Just brings me to an entity that I delete then gets a new entity, until I have no entities left then just get a leak error.[/QUOTE]
You don't fix a leak by deleting the entity. You patch the hole that's causing it to leak.
Use the visgroups to disable everything except world brushes, then load the pointfile (map>load pointfile) and follow that line to where you see an opening. Seal it with a world brush and you're good to go.
Wtf, leak in the middle of a wall, i just deleted it then replaced in the same spot and it worked.
[QUOTE=flyboy463;23329554]Wtf, leak in the middle of a wall, i just deleted it then replaced in the same spot and it worked.[/QUOTE]
You probably tied it to an entity by mistake.
Bare in mind that entities can't seal the world
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