• Leak Error
    12 replies, posted
So after compiling my map, it says I had a leak. But where it "leaked", it went through a ceiling that was apart of the world, it was not a func detail. Also this ceiling, I had in the map before, and it worked fine, never a leak. I edited another area on my map, and all a sudden it says I had a leak, and it went from a bench through the ceiling. I went on another forum, the guy told me to extend a brush down 8 blocks, which were in the sewers [note I had this before in my map, and never had a problem with it either], did that and deleted the .lin file, and compiled, it said I had a leak on another part of the map, where a light leaked through a wall, also apart of the world. Photos: [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2015-15-43-404.jpg[/url] [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2015-15-51-966.jpg[/url] Decompile log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.vmf" Valve Software - vbsp.exe (May 15 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default material "wood/woodwall032e" not found. Material not found!: WOOD/WOODWALL032E ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/sovietrp/de_tides/blend_concrete_dirt_wvt_patch Patching WVT material: maps/sovietrp/nature/blendsandrock004a_wvt_patch Patching WVT material: maps/sovietrp/nature/blendgrassgravel002a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) **** leaked **** Entity light (4725.65 6690.00 -186.80) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 7168.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 6656.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 5632.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 7168.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 7168.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 4608.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 3584.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 2560.0 -137.6) 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: *** Suppressing further FindPortalSide errors.... *** Processing areas... Brush 983453: areaportal brush doesn't touch two areas done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 220 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (4) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (3) (4760811 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 8808 texinfos to 5425 Reduced 1302 texdatas to 1124 (54571 bytes to 48239) Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp 21 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp" Valve Software - vvis.exe (May 15 2014) 4 threads reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (8.05 seconds) 22636 faces 1 degenerate faces 2625468 square feet [378067424.00 square inches] 74 Displacements 113916 Square Feet [16403909.00 Square Inches] sun extent from map=0.087156 sun extent from map=0.087156 909 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1026) Build Patch/Sample Hash Table(s).....Done<0.1301 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16) 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 (91) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 113/1024 5424/49152 (11.0%) brushes 6444/8192 77328/98304 (78.7%) brushsides 44014/65536 352112/524288 (67.2%) planes 16408/65536 328160/1310720 (25.0%) vertexes 42884/65536 514608/786432 (65.4%) nodes 18385/65536 588320/2097152 (28.1%) texinfos 5425/12288 390600/884736 (44.1%) texdata 1124/2048 35968/65536 (54.9%) dispinfos 74/0 13024/0 ( 0.0%) disp_verts 12858/0 257160/0 ( 0.0%) disp_tris 22144/0 44288/0 ( 0.0%) disp_lmsamples 290842/0 290842/0 ( 0.0%) faces 22636/65536 1267616/3670016 (34.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13580/65536 760480/3670016 (20.7%) leaves 18499/65536 591968/2097152 (28.2%) leaffaces 27414/65536 54828/131072 (41.8%) leafbrushes 11724/65536 23448/131072 (17.9%) areas 46/256 368/2048 (18.0%) surfedges 164208/512000 656832/2048000 (32.1%) edges 102802/256000 411208/1024000 (40.2%) LDR worldlights 908/8192 79904/720896 (11.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 3170/32768 31700/327680 ( 9.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 55200/65536 110400/131072 (84.2%) VERY FULL! cubemapsamples 275/1024 4400/16384 (26.9%) overlays 6/512 2112/180224 ( 1.2%) LDR lightdata [variable] 15787056/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 568750/393216 (144.6%) VERY FULL! LDR ambient table 18499/65536 73996/262144 (28.2%) HDR ambient table 18499/65536 73996/262144 (28.2%) LDR leaf ambient 96098/65536 2690744/1835008 (146.6%) VERY FULL! HDR leaf ambient 18499/65536 517972/1835008 (28.2%) 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] 1/70688 ( 0.0%) pakfile [variable] 24215562/0 ( 0.0%) physics [variable] 4760811/4194304 (113.5%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 64646 Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp 19 minutes, 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\sovietrp.bsp"
[QUOTE=bacondragon7;44843306] **** leaked **** Entity light (4725.65 6690.00 -186.80) leaked! [/QUOTE] Saw this just as I was looking through. If you see those numbers, those are coordinates. Go to, View > Go to Coordinates, then copy and paste the coordinates into the little box, then you'll see the leak.
I did, and the photos show where it took me.
[QUOTE=bacondragon7;44843484]I did, and the photos show where it took me.[/QUOTE] Sometime light can escape through nodraw, try deleting the wall and try again. Or you can give me your .vmf file.
Well your area portals are leaking Check to see that they properly secure each room and there are no func_details that allow an escape
[QUOTE=Exho;44843580]Well your area portals are leaking Check to see that they properly secure each room and there are no func_details that allow an escape[/QUOTE] Area portals are fine, I did not edit them, I had a leak before that caused the area portals to screw up, after fixing the leak the area portals were fine. So whatever this is, is messing up the area portals, because these area portals I did not edit, and were fine before. Also I'll send you the map file soon. @Almost Also, I deleted the .lin again, and now I get this: [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2016-48-33-271.jpg[/url] [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2016-48-47-469.jpg[/url] This is the only part I edited, since the last time I compiled it when it worked. [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2016-49-03-811.jpg[/url] [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2016-49-11-300.jpg[/url] [url]https://dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2016-49-17-768.jpg[/url] I checked all the corners, and doorways. Everything seems fine, I could not find any leaks when checking, I had my grid to the smallest size so they all touch each other. New compile log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.vmf" Valve Software - vbsp.exe (May 15 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default material "wood/woodwall032e" not found. Material not found!: WOOD/WOODWALL032E ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/sovietrp/de_tides/blend_concrete_dirt_wvt_patch Patching WVT material: maps/sovietrp/nature/blendsandrock004a_wvt_patch Patching WVT material: maps/sovietrp/nature/blendgrassgravel002a_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 prop_static (3333.34 -5339.74 -188.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 7168.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 6656.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 5632.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 7168.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 7168.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 4608.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 3584.0 -137.6) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 2560.0 -137.6) 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: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 210 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (3976059 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 8689 texinfos to 5360 Reduced 1275 texdatas to 1102 (53324 bytes to 47234) Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp 11 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp" Valve Software - vvis.exe (May 15 2014) 4 threads reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.10 seconds) 21945 faces 1 degenerate faces 2241623 square feet [322793824.00 square inches] 43 Displacements 78117 Square Feet [11248902.00 Square Inches] sun extent from map=0.087156 sun extent from map=0.087156 903 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (558) Build Patch/Sample Hash Table(s).....Done<0.1080 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12) 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 (75) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 113/1024 5424/49152 (11.0%) brushes 6349/8192 76188/98304 (77.5%) brushsides 43393/65536 347144/524288 (66.2%) planes 16152/65536 323040/1310720 (24.6%) vertexes 41704/65536 500448/786432 (63.6%) nodes 17754/65536 568128/2097152 (27.1%) texinfos 5360/12288 385920/884736 (43.6%) texdata 1102/2048 35264/65536 (53.8%) dispinfos 43/0 7568/0 ( 0.0%) disp_verts 8891/0 177820/0 ( 0.0%) disp_tris 15488/0 30976/0 ( 0.0%) disp_lmsamples 192095/0 192095/0 ( 0.0%) faces 21945/65536 1228920/3670016 (33.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13316/65536 745696/3670016 (20.3%) leaves 17868/65536 571776/2097152 (27.3%) leaffaces 26646/65536 53292/131072 (40.7%) leafbrushes 11265/65536 22530/131072 (17.2%) areas 47/256 376/2048 (18.4%) surfedges 160009/512000 640036/2048000 (31.3%) edges 100293/256000 401172/1024000 (39.2%) LDR worldlights 902/8192 79376/720896 (11.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 3128/32768 31280/327680 ( 9.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 54546/65536 109092/131072 (83.2%) VERY FULL! cubemapsamples 270/1024 4320/16384 (26.4%) overlays 6/512 2112/180224 ( 1.2%) LDR lightdata [variable] 14526336/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 565054/393216 (143.7%) VERY FULL! LDR ambient table 17868/65536 71472/262144 (27.3%) HDR ambient table 17868/65536 71472/262144 (27.3%) LDR leaf ambient 90962/65536 2546936/1835008 (138.8%) VERY FULL! HDR leaf ambient 17868/65536 500304/1835008 (27.3%) 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] 1/70166 ( 0.0%) pakfile [variable] 23774450/0 ( 0.0%) physics [variable] 3976059/4194304 (94.8%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 62883 Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp 10 minutes, 49 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\sovietrp.bsp"
[QUOTE=bacondragon7;44843791] Entity prop_static (3333.34 -5339.74 -188.00) leaked! [/QUOTE] Look's like your map is filled with leaks if you keep fixing one by one. I had the same problem before, the map ttt_mysteriousswamp_v1, the jail was filled with leaks and holes everywhere. I had to load the pointfile then run the map, then load the pointfile again, it was frustrating.
[QUOTE=AlmostPro021;44844049]Look's like your map is filled with leaks if you keep fixing one by one. I had the same problem before, the map ttt_mysteriousswamp_v1, the jail was filled with leaks and holes everywhere. I had to load the pointfile then run the map, then load the pointfile again, it was frustrating.[/QUOTE] How is it a leak, when it goes through a wall when it is apart of the world? Also I do not even fix these when it goes through a wall, the only thing that fixes it is deleting the .lin file, which just loads another one where it goes through a wall again.
[QUOTE=bacondragon7;44844088]How is it a leak, when it goes through a wall when it is apart of the world? Also I do not even fix these when it goes through a wall, the only thing that fixes it is deleting the .lin file, which just loads another one where it goes through a wall again.[/QUOTE] Remake the walls then, or put a block behind your wall where it is escaping.
When this happens to me, the first thing I try is Center Origins, and that sometimes fixes it. Most of those leaks start and end in the void though. Just a thought.
Centering origins did not work, also adding a block behind it also failed to fix it. Also if you want to try and fix this, ask and make sure you private message box is open, so I can pm you it.
I'd also gladly take a look at it later tonight if you want.
Ok I fixed it. Fix: Copied the entire map, then pasted it on a new map, not everything was copied, so I manually copied a few things, and pasted it in the map. This fixed my issue, thanks for your help. My guess is, the parts that did not copy, were corrupt or something, and I had to manually copy them.
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