• leak trought solid wall
    17 replies, posted
i remade my complete map becoust of leak but i got it back i have leak trought solid wall i checked it was in world geometry and i deleted all doors to make sure their blue balls arent out side map but i still have leak ** Executing... ** Command: "E:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Desktop\mapit\newattempt2.vmf" Valve Software - vbsp.exe (Mar 14 2016) 8 threads materialPath: E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\Rasmus\Desktop\mapit\newattempt2.vmf Could not locate 'GameData' key in e:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/newattempt2/nature/blendgrassdirt001a_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_player_start (-1053.00 -5031.81 569.00) 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) WARNING: node without a volume 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 (1) (481366 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 3317 texinfos to 1859 Reduced 157 texdatas to 142 (4097 bytes to 3524) Writing C:\Users\Rasmus\Desktop\mapit\newattempt2.bsp 1 second elapsed ** Executing... ** Command: "E:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Desktop\mapit\newattempt2" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\rasmus\desktop\mapit\newattempt2.bsp reading c:\users\rasmus\desktop\mapit\newattempt2.prt LoadPortals: couldn't read c:\users\rasmus\desktop\mapit\newattempt2.prt ** Executing... ** Command: "E:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Desktop\mapit\newattempt2" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\rasmus\desktop\mapit\newattempt2.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.27 seconds) 8707 faces 4496668 square feet [647520256.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] sun extent from map=0.000000 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10) Build Patch/Sample Hash Table(s).....Done<0.0470 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 24/1024 1152/49152 ( 2.3%) brushes 1310/8192 15720/98304 (16.0%) brushsides 9211/65536 73688/524288 (14.1%) planes 6664/65536 133280/1310720 (10.2%) vertexes 12743/65536 152916/786432 (19.4%) nodes 5663/65536 181216/2097152 ( 8.6%) texinfos 1859/12288 133848/884736 (15.1%) texdata 142/2048 4544/65536 ( 6.9%) 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 8707/65536 487592/3670016 (13.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3978/65536 222768/3670016 ( 6.1%) leaves 5688/65536 182016/2097152 ( 8.7%) leaffaces 9866/65536 19732/131072 (15.1%) leafbrushes 2663/65536 5326/131072 ( 4.1%) areas 2/256 16/2048 ( 0.8%) surfedges 57139/512000 228556/2048000 (11.2%) edges 33532/256000 134128/1024000 (13.1%) LDR worldlights 16/8192 1408/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 620/32768 6200/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10581/65536 21162/131072 (16.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 11312356/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 18361/393216 ( 4.7%) LDR ambient table 5688/65536 22752/262144 ( 8.7%) HDR ambient table 5688/65536 22752/262144 ( 8.7%) LDR leaf ambient 25558/65536 715624/1835008 (39.0%) HDR leaf ambient 5688/65536 159264/1835008 ( 8.7%) 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] 214826/0 ( 0.0%) physics [variable] 481366/4194304 (11.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 23784 Writing c:\users\rasmus\desktop\mapit\newattempt2.bsp 22 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Rasmus\Desktop\mapit\newattempt2.bsp" "E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\newattempt2.bsp" i can give vmf if needed
post your vmf link :)
[QUOTE=taz0;51977680]post your vmf link :)[/QUOTE] tazo for some reason i cant send you pm anymore it gives me that robot test which i complete but when i try to send it again it gives me another one its infinite loop of checks so here is compile log you asked ** Executing... ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Desktop\mapit\newattempt_fixed.vmf" Valve Software - vbsp.exe (Mar 14 2016) 8 threads materialPath: D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\Rasmus\Desktop\mapit\newattempt_fixed.vmf material "textuurit/kuva" not found. Material not found!: TEXTUURIT/KUVA ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/newattempt_fixed/nature/blendgrassdirt001a_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 func_door_rotating (-93.50 -4417.00 802.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 94 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) WARNING: node without a volume 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... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (555083 bytes) Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/lamp_standard_off01.mdl"! Error! To use model "models/props_wasteland/wood_fence01a.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_wasteland/wood_fence01a.mdl"! 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 3860 texinfos to 2246 Reduced 172 texdatas to 160 (4475 bytes to 3930) Writing C:\Users\Rasmus\Desktop\mapit\newattempt_fixed.bsp 2 seconds elapsed ** Executing... ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" -fast "C:\Users\Rasmus\Desktop\mapit\newattempt_fixed" Valve Software - vvis.exe (Dec 9 2014) fastvis = true 8 threads reading c:\users\rasmus\desktop\mapit\newattempt_fixed.bsp reading c:\users\rasmus\desktop\mapit\newattempt_fixed.prt LoadPortals: couldn't read c:\users\rasmus\desktop\mapit\newattempt_fixed.prt ** Executing... ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" -noextra "C:\Users\Rasmus\Desktop\mapit\newattempt_fixed" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\rasmus\desktop\mapit\newattempt_fixed.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.58 seconds) 10317 faces 5729553 square feet [825055680.00 square inches] 41 Displacements 115801 Square Feet [16675467.00 Square Inches] sun extent from map=0.000000 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8) Build Patch/Sample Hash Table(s).....Done<0.0686 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 (10) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 33/1024 1584/49152 ( 3.2%) brushes 1501/8192 18012/98304 (18.3%) brushsides 10481/65536 83848/524288 (16.0%) planes 7184/65536 143680/1310720 (11.0%) vertexes 15027/65536 180324/786432 (22.9%) nodes 6070/65536 194240/2097152 ( 9.3%) texinfos 2246/12288 161712/884736 (18.3%) texdata 160/2048 5120/65536 ( 7.8%) dispinfos 41/0 7216/0 ( 0.0%) disp_verts 2313/0 46260/0 ( 0.0%) disp_tris 3520/0 7040/0 ( 0.0%) disp_lmsamples 189580/0 189580/0 ( 0.0%) faces 10317/65536 577752/3670016 (15.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4712/65536 263872/3670016 ( 7.2%) leaves 6104/65536 195328/2097152 ( 9.3%) leaffaces 11590/65536 23180/131072 (17.7%) leafbrushes 3115/65536 6230/131072 ( 4.8%) areas 2/256 16/2048 ( 0.8%) surfedges 67875/512000 271500/2048000 (13.3%) edges 39955/256000 159820/1024000 (15.6%) LDR worldlights 16/8192 1408/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 706/32768 7060/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 12291/65536 24582/131072 (18.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 15690076/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 59543/393216 (15.1%) LDR ambient table 6104/65536 24416/262144 ( 9.3%) HDR ambient table 6104/65536 24416/262144 ( 9.3%) LDR leaf ambient 28434/65536 796152/1835008 (43.4%) HDR leaf ambient 6104/65536 170912/1835008 ( 9.3%) 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] 1/8438 ( 0.0%) pakfile [variable] 215016/0 ( 0.0%) physics [variable] 555083/4194304 (13.2%) physics terrain [variable] 6865/1048576 ( 0.7%) Level flags = 0 Total triangle count: 28333 Writing c:\users\rasmus\desktop\mapit\newattempt_fixed.bsp 22 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Rasmus\Desktop\mapit\newattempt_fixed.bsp" "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\newattempt_fixed.bsp"
Use dropbox or Mediafire and post the link here so we can all look at it and see what's wrong.
[QUOTE=GiGaBiTe;51990365]Use dropbox or Mediafire and post the link here so we can all look at it and see what's wrong.[/QUOTE] [url]https://www.dropbox.com/s/irmtx9ixqwexffa/newattempt_fixed.vmf?dl=0[/url] here
i compilied your vmf and your still having trouble with your compile tools because it comple fine for me except displacement warnings, if you have downloaded the SDK2013 tools try compiling with the SP version of them or use the CSS Hammer and compile it the vmf to see if you still show a leak error
[thumb]http://i.imgur.com/r5cNkaI.jpg[/thumb] If this is the brush that was leaking for you (I'm assuming it is because it leaked from a func_door_rotating) then the fix is to retexture the entire brush. Just select the whole brush, open the texturing window and apply some other texture and then the mud texture again, which worked for me and allowed the map to compile. I'm assuming that one of the textures on the brush was set to a texture that makes the entire brush not solid or transparent, which will cause a leak if sealing the map. One thing I'd recommend is to start mapping on the grid. It either looks like you disabled the grid or are using the smallest grid size to make brushes. This can lead to problems with overlapping brushes, cracks between brushes, extraneous rooms and much more difficulty mapping trying to keep things aligned.
[QUOTE=GiGaBiTe;51990589][thumb]http://i.imgur.com/r5cNkaI.jpg[/thumb] If this is the brush that was leaking for you (I'm assuming it is because it leaked from a func_door_rotating) then the fix is to retexture the entire brush. Just select the whole brush, open the texturing window and apply some other texture and then the mud texture again, which worked for me and allowed the map to compile. I'm assuming that one of the textures on the brush was set to a texture that makes the entire brush not solid or transparent, which will cause a leak if sealing the map. One thing I'd recommend is to start mapping on the grid. It either looks like you disabled the grid or are using the smallest grid size to make brushes. This can lead to problems with overlapping brushes, cracks between brushes, extraneous rooms and much more difficulty mapping trying to keep things aligned.[/QUOTE] leak just goes trought another wall after that [editline]21st March 2017[/editline] [QUOTE=taz0;51990558]i compilied your vmf and your still having trouble with your compile tools because it comple fine for me except displacement warnings, if you have downloaded the SDK2013 tools try compiling with the SP version of them or use the CSS Hammer and compile it the vmf to see if you still show a leak error[/QUOTE] i compiled it whit css hammer didnt work
[url]https://www.dropbox.com/s/nyba3zeyuefc1z0/newattempt2.7z?dl=0[/url] aded func_viscluster to the level because its not optimized and i recompilied it in the zip is a bsp plus a compile log for you to look at and fix the errors that are shown in it displacements and a bad brush,, as you can see from the log it don't show a leak for me :/
[QUOTE=taz0;51991510][url]https://www.dropbox.com/s/nyba3zeyuefc1z0/newattempt2.7z?dl=0[/url] aded func_viscluster to the level because its not optimized and i recompilied it in the zip is a bsp plus a compile log for you to look at and fix the errors that are shown in it displacements and a bad brush,, as you can see from the log it don't show a leak for me :/[/QUOTE] what should i do? i still have leak
this is really baffling,, i would recommend starting over again but this time don't use a grid size less than 8 units and use a grid size of 64 for the ground and skybox brushes,, but try this 1st , using the cordon tool place it around your level but not near where you get the leak [t]http://i.imgur.com/TTYApqY.jpg[/t] like so then compile and see if the leak still happens in another place if it does then i think you should rebuild the ground and skybox brushes again with a thickness of 64 units
Fixed it. Just select the brush in question, and Ctrl+T to tie it to an entity, then Shift+Ctrl+W to move it back to world and it should compile fine.
[QUOTE=GaleTheHusky;51993554]Fixed it. Just select the brush in question, and Ctrl+T to tie it to an entity, then Shift+Ctrl+W to move it back to world and it should compile fine.[/QUOTE] thanks but didnt work
checking you brush work and found this [t]http://i.imgur.com/ZrEoMeh.jpg[/t] i don't why you would want a 7 sided brush for a path or it could be a corrupted brush ?
[QUOTE=taz0;51996834]checking you brush work and found this [t]http://i.imgur.com/ZrEoMeh.jpg[/t] i don't why you would want a 7 sided brush for a path or it could be a corrupted brush ?[/QUOTE] deleted it but i still have leak
[url]http://invalidvertex.com/upl/newattempt_fixed.zip[/url] I remade the door causing the leak, which seems to have fixed it (on my end at least, using HL2:EP2 compile tools).
[QUOTE=MattTheSpy;52004079][url]http://invalidvertex.com/upl/newattempt_fixed.zip[/url] I remade the door causing the leak, which seems to have fixed it (on my end at least, using HL2:EP2 compile tools).[/QUOTE] THANKS LOT it worked what door did you remove?
The one on the left was the one I remade [t]http://invalidvertex.com/upl/2017-03-24_16-26-28.png[/t]
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