• how do i find "invisible" leaks?
    19 replies, posted
im sure you people know what i mean when i say there are leaks that the compile log wont tell me about. i know there is a leak because my maps lighting is fullbright (everything is fully lit from every angle and there is no shading). so how does one find what is causing the leak?
You use something called a Pointfile; it's the path the compiler took before finding the leak. [url]https://developer.valvesoftware.com/wiki/Leak#Finding_leaks[/url]
Run map in VBSP only mode. Then click "load pointfile". Fix the leak. Rinse, repeat.
well i compiled it without running the map and when i clicked load pointfile, hammer still cant find anything. could you please elaborate on what i am supposed to do just to make sure i am doing it right?
If there is no pointfile to load, the problem might be something else.
[QUOTE=Portugalotaku;49643123]If there is no pointfile to load, the problem might be something else.[/QUOTE] im starting to think that too. because the water is there and the textures are fine, thats usually the telltale sign for a leak. whatever it is its causing my maps lighting to clusterfuck
Post your compile log.
[QUOTE=1 Duck;49643290]Post your compile log.[/QUOTE] [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_evanland/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) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 508 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.prt...Building visibility clusters... done (0) material "skybox/militia_hdrrt" not found. Can't load skybox file skybox/militia_hdr to build the default cubemap! Can't load skybox file skybox/militia_hdr to build the default cubemap! 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 (2) (1165614 bytes) Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturecouch001a.mdl"! Error! prop_static using model "models/props_c17/furniturefridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturefridge001a.mdl"! Error! prop_static using model "models/props_c17/furniturewashingmachine001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturewashingmachine001a.mdl"! Error! To use model "models/props_lab/scrapyarddumpster.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_lab/scrapyarddumpster.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3779 texinfos to 2529 Reduced 232 texdatas to 209 (5586 bytes to 4649) Writing C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp 5 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp reading c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.prt 736 portalclusters 2465 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (76) Optimized: 390 visible clusters (0.28%) Total clusters visible: 140585 Average clusters visible: 191 Building PAS... Average clusters audible: 590 visdatasize:104674 compressed from 141312 writing c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp 1 minute, 16 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland" 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\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp Setting up ray-trace acceleration structure... Done (1.10 seconds) 30704 faces 12 degenerate faces 25561024 square feet [3680787456.00 square inches] 1 Displacements 30 Square Feet [4355.38 Square Inches] 30692 patches before subdivision 809982 patches after subdivision sun extent from map=0.087156 354 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (213) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_evanland.bsp" [/QUOTE]
[QUOTE=ROBOT EVAN;49643329][/QUOTE] Well, first off turn those prop statics into prop dynamics otherwise they ain't gonna work. Also you mistyped the name of the skybox.
Get rid of the last rt in the skybox name, that's used to indicate a side of the skybox, the correct name should be milita_hdr
-yes, i have used func_detail everywhere necessary -the skybox is not mistyped, nor does it need to be changed. i addressed the skybox error in another thread and people told me it is an error that has been occurring since steampipe. it can be ignored. -im aware of the props and i am currently sorting that out but will that really make a difference on the lighting not working?
[QUOTE=ROBOT EVAN;49643662]-yes, i have used func_detail everywhere necessary -the skybox is not mistyped, nor does it need to be changed. i addressed the skybox error in another thread and people told me it is an error that has been occurring since steampipe. it can be ignored. -im aware of the props and i am currently sorting that out but will that really make a difference on the lighting not working?[/QUOTE] Is this still from the same map as before?
Post a picture of the problem you're seeing in the map. I don't think I understand what the lights clusterfucking means.
[QUOTE=Richard Simmons;49643862]Post a picture of the problem you're seeing in the map. I don't think I understand what the lights clusterfucking means.[/QUOTE] to save me the time of loading everything up, its basically when the map doesnt have shadows and the lighting looks like this [IMG]http://images.akamai.steamusercontent.com/ugc/34117345750886384/BDE899BA1C18B84F298E0359BDAAE03EB24FB125/[/IMG] [editline]31st January 2016[/editline] [QUOTE=Portugalotaku;49643768]Is this still from the same map as before?[/QUOTE] yes
[QUOTE=ROBOT EVAN;49643890]to save me the time of loading everything up, its basically when the map doesnt have shadows and the lighting looks like this [IMG]http://images.akamai.steamusercontent.com/ugc/34117345750886384/BDE899BA1C18B84F298E0359BDAAE03EB24FB125/[/IMG] [editline]31st January 2016[/editline] yes[/QUOTE] I asked because I am still working on fixing that for you.
[QUOTE=Portugalotaku;49644532]I asked because I am still working on fixing that for you.[/QUOTE] yeah thanks again for helping me out with it, in the mean time i have been looking into other things that might be causing the lighting error. one thing i found was how the elevators clip through the ground and into the void when activated and i thought that it could mess up the cubemaps, but no luck so far.
[QUOTE=ROBOT EVAN;49644632]yeah thanks again for helping me out with it, in the mean time i have been looking into other things that might be causing the lighting error. one thing i found was how the elevators clip through the ground and into the void when activated and i thought that it could mess up the cubemaps, but no luck so far.[/QUOTE] If the elevators go into the void only after the map has been compiled it doesn't matter.
Make sure mat_fullbright is 0 and you have a light_environment. Fullbright likes to say on between mapchanges.
[QUOTE=Ott;49650924]Make sure mat_fullbright is 0 and you have a light_environment. Fullbright likes to say on between mapchanges.[/QUOTE] the money i would give if only that were the case
Sorry, you need to Log In to post a reply to this thread.