• VBSP leaks with large maps (and workaround)
    5 replies, posted
When compiling a map using the GMod compile tools, my map would have random leaks. The pointfile would show something really dumb like: [img]http://imgur.com/o1Gz3Q7.jpg[/img] Obviously there is no leak here. I noticed that whenever I modified something in the map, the place in which the random leak would occur would change completely, usually to a different end of the map. My workaround is that I move the camera into a position where the grid shows the entire map, do something to the map (usually place an entity and delete it) and then compile. The issue here is that if I make the map even bigger, this will no longer be feasible. My question therefore is, does anybody know how to fix this issue? It seems to be a problem with VBSP. I suppose I could make the map smaller but I would rather not do that.
Hmm, never had that issue with large maps before. Perhaps you turned that road there into a func_detail, or even a displacement? I doubt it would be something that obvious, but maybe? Maybe you could also provide a compile log so that it'd be a bit more easy to pin point the issue.
I considered that, but it really does work perfectly when the same map is compiled with the above workaround. It's definitely not a func_detail. I tried loading up the map that gets thrown out by VBSP and it is indeed missing everything that isn't in the red circle. I will try and grab some screenshots to prove it.
I need a compile log to understand the root problem.
As requested: [code]materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar "materials/dev/dev_windowportal.vtf": cached version doesn't exist Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_movie_theater_ttv12_tmp2/nature/blendsandsand008c_wvt_patch Patching WVT material: maps/gm_movie_theater_ttv12_tmp2/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/gm_movie_theater_ttv12_tmp2/nature/blenddirtgrass001a_wvt_patch Patching WVT material: maps/gm_movie_theater_ttv12_tmp2/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/gm_movie_theater_ttv12_tmp2/nature/blendgrassgravel001b_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 0...1...2...3...4...5...6...7...8...9...10**** leaked **** Entity env_sprite (9402.00 -2193.00 -488.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12834.5 5120.0 2954.0) 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 (12322.5 5120.0 2954.0) 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 (13312.0 4608.0 2954.0) 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 (11776.0 5120.0 2954.0) 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 (10752.0 5120.0 2954.0) 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 (13312.0 3584.0 2954.0) 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 (13312.0 2560.0 2954.0) 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 (13312.0 1536.0 2954.0) 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 1452691: areaportal brush doesn't touch two areas Brush 1452691: areaportal brush doesn't touch two areas done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 304 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Brush 1468910: WARNING, microbrush Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.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) (673239 bytes) Static prop models/props_c17/lamppost03a_on.mdl outside the map (9402.38, -2287.20, -927.89) Warning! prop_static using model "models/props_wasteland/kitchen_counter001a.mdl", is used on a prop_static. Warning! prop_static using model "models/props/de_inferno/potted_plant2_p1.mdl", is used on a prop_static. Error loading studio model "models/props_industrial/winch_deck.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 4134 texinfos to 2239 Reduced 417 texdatas to 336 (21922 bytes to 18592) Writing g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.bsp 2 seconds elapsed 8 threads reading g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.bsp reading g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.prt LoadPortals: couldn't read g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.prt [Reading texlights from 'lights.rad'] [55 texlights parsed from 'lights.rad'] Loading g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.bsp PREP OK No vis information, direct lighting only. 9230 faces 1 degenerate faces 2583735 square feet [372057952.00 square inches] 16 Displacements 114115 Square Feet [16432596.00 Square Inches] 207 direct lights 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0341 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 75 of 98 (76% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 58/1024 2784/49152 ( 5.7%) brushes 1707/8192 20484/98304 (20.8%) brushsides 17785/65536 142280/524288 (27.1%) planes 16460/65536 329200/1310720 (25.1%) vertexes 15726/65536 188712/786432 (24.0%) nodes 4982/65536 159424/2097152 ( 7.6%) texinfos 2239/12288 161208/884736 (18.2%) texdata 336/2048 10752/65536 (16.4%) dispinfos 16/0 2816/0 ( 0.0%) disp_verts 680/0 13600/0 ( 0.0%) disp_tris 992/0 1984/0 ( 0.0%) disp_lmsamples 131632/0 131632/0 ( 0.0%) faces 9230/65536 516880/3670016 (14.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4810/65536 269360/3670016 ( 7.3%) leaves 5041/65536 161312/2097152 ( 7.7%) leaffaces 11213/65536 22426/131072 (17.1%) leafbrushes 3726/65536 7452/131072 ( 5.7%) areas 10/256 80/2048 ( 3.9%) surfedges 62986/512000 251944/2048000 (12.3%) edges 37435/256000 149740/1024000 (14.6%) LDR worldlights 207/8192 18216/720896 ( 2.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 944/32768 9440/327680 ( 2.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15258/65536 30516/131072 (23.3%) cubemapsamples 25/1024 400/16384 ( 2.4%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 11916084/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 156364/393216 (39.8%) LDR ambient table 5041/65536 20164/262144 ( 7.7%) HDR ambient table 5041/65536 20164/262144 ( 7.7%) LDR leaf ambient 16952/65536 474656/1835008 (25.9%) HDR leaf ambient 5041/65536 141148/1835008 ( 7.7%) 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] 1/79796 ( 0.0%) dtl prp lght [variable] 1/7654 ( 0.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/36392 ( 0.0%) pakfile [variable] 2359126/0 ( 0.0%) physics [variable] 673239/4194304 (16.1%) physics terrain [variable] 3216/1048576 ( 0.3%) Level flags = 0 Total triangle count: 24866 Writing g:\tabbytv\map\test\vmfs\gm_movie_theater_ttv12_tmp2.bsp 34 seconds elapsed [/code] And picture proof: [url]http://imgur.com/a/wZumv[/url] [editline]17th May 2017[/editline] Apologies for the dim lighting, I haven't got around to that yet. Here is what it looks like and what it should look like. [url]http://imgur.com/a/MmkGe[/url] [editline]17th May 2017[/editline] Boy oh boy do I feel like a complete and total dickhead. I found the problem. Turn off radius culling in Hammer. I never knew that option existed and I find it so weird that VBSP would respect that setting, but here we are. For anybody like me who finds this post in the future, it's the button on the toolbar that has an R with a red circle around it.
Derp
Sorry, you need to Log In to post a reply to this thread.