I'm getting a leak from somewhere. but when i complile the map and go to load point file, the Load Point file, and unload pointfile, appears twice:
Load Pointfile
Unload Pointfile
Load Pointfile
Unload Pointfile
When i click load on the first one, it loads the "default pointfile" which is just a straight red line someone out in space pointing from nothing to nothing, so that doesnt help me.
and when i click load on the other Load Pointfile it opens up a windows menu looking for mapname.prt which it can't find. What the heck is wrong?! It's driving me up a wall.
Are you sure that the other options aren't Load [b]Portalfile[/b] and Unload [b]Portalfile[/b]? The compile process won't generate a Portalfile (.prt) if you have a leak.
So have you func_detailed a brush that points out in the void? Have you accidently put a prop in the void? Post your compile log.
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2 episode two\ep2" "C:\Users\Nathan\Documents\Random\Map Stuff\nexus"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sassin\half-life 2 episode two\ep2\materials
Loading C:\Users\Nathan\Documents\Random\Map Stuff\nexus.vmf
Patching WVT material: maps/nexus/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/nexus/nature/blenddirtgravel01_wvt_patch
Patching WVT material: maps/nexus/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/nexus/nature/blendgrassgravel001b_wvt_patch
Patching WVT material: maps/nexus/nature/blenddirtgrass006a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity (584.00 1788.00 2640.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1434.6 6441.0 535.5)
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: Brush 75495:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1434.6 6441.0 465.5)
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: Brush 75495:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1434.6 6441.5 433.5)
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: Brush 75495:
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 728 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.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_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 1 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (894587 bytes)
Error! To use model "models/props_combine/breenconsole.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenconsole.mdl"!
Error! prop_static using model "models/props_c17/playground_carousel01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/playground_carousel01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4890 texinfos to 2751
Reduced 425 texdatas to 341 (16890 bytes to 14074)
Writing C:\Users\Nathan\Documents\Random\Map Stuff\nexus.bsp
8 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2 episode two\ep2" "C:\Users\Nathan\Documents\Random\Map Stuff\nexus"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\users\nathan\documents\random\map stuff\nexus.bsp
reading c:\users\nathan\documents\random\map stuff\nexus.prt
LoadPortals: couldn't read c:\users\nathan\documents\random\map stuff\nexus.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2 episode two\ep2" "C:\Users\Nathan\Documents\Random\Map Stuff\nexus"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\nathan\documents\random\map stuff\nexus.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.91 seconds)
12943 faces
19 degenerate faces
3912919 square feet [563460352.00 square inches]
21 Displacements
37044 Square Feet [5334380.00 Square Inches]
260 direct lights
BuildFacelights: 0...1...2...3..
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Nathan\Documents\Random\Map Stuff\nexus.bsp" "c:\program files (x86)\steam\steamapps\sassin\half-life 2 episode two\ep2\maps\nexus.bsp"
[/code]
[code]**** leaked ****
Entity (584.00 1788.00 2640.00) leaked!
[/code]
Try to go to those coordinates, and you might find the entity that's leaking. That way you might know how to seal it from the void or remove it if it's far out of place.
Thats what I've been doing, and like, I'd find something that was leaking, fix it, then the coordinates would just be where the point file is, somewhere randomly in space.
Make sure you don't have an entity with it's origin set out in the middle of nowhere.
The origin of some entity is located at those coordinates in space, most likely because you accidentally moved a brush entity with Ignore Groups on. Go to Map->Map Properties at the top to select the entire map, then see if you can find those coordinates in the 2D views - you should see a small round circle representing the origin of the entity. (Make sure you have View->Show Helpers checked too.) You can then click and drag that circle back into the map. Additionally, when you click it, a line will appear tracing back to whatever entity it belongs to, so you could also just find that entity, select it, then go to Tools->Center Origins.
That should fix it.
[QUOTE=Skyhawk;17389594]The origin of some entity is located at those coordinates in space, most likely because you accidentally moved a brush entity with Ignore Groups on. Go to Map->Map Properties at the top to select the entire map, then see if you can find those coordinates in the 2D views - you should see a small round circle representing the origin of the entity. (Make sure you have View->Show Helpers checked too.) You can then click and drag that circle back into the map. Additionally, when you click it, a line will appear tracing back to whatever entity it belongs to, so you could also just find that entity, select it, then go to Tools->Center Origins.
That should fix it.[/QUOTE]
In other words, you posted a pointlessly lengthy version of what I stated before you? Dang, I salute you in your efforts to explain things well =D
[QUOTE=hl2phobic;17389483]Thats what I've been doing, and like, I'd find something that was leaking, fix it, then the coordinates would just be where the point file is, somewhere randomly in space.[/QUOTE]
How are you fixing it?
Sorry, you need to Log In to post a reply to this thread.