Bug or option?

So, recently I’ve been mapping, and I deleted my work because it said “Fix Tjuncs”. So I started again, and this time ran in to same error.

I just launched hammer, placed one brush. And it still telling me to fix Tjuncs





** 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:\Users\Andromeda\Documents\maps\VMF\Test.vmf"

Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Andromeda\Documents\maps\VMF\Test.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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 (0) (575 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\Users\Andromeda\Documents\maps\VMF\Test.bsp
Wrote ZIP buffer, estimated size 105861, actual size 105647
0 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:\Users\Andromeda\Documents\maps\VMF\Test"

Valve Software - vvis.exe (Oct 13 2015)
8 threads
reading c:\users\andromeda\documents\maps\vmf\Test.bsp
reading c:\users\andromeda\documents\maps\vmf\Test.prt
LoadPortals: couldn't read c:\users\andromeda\documents\maps\vmf\Test.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Andromeda\Documents\maps\VMF\Test"

Valve Software - vrad.exe SSE (Oct 13 2015)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\andromeda\documents\maps\vmf\Test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
4039 square feet [581632.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  1/8192           12/98304    ( 0.0%) 
brushsides               6/65536          48/524288   ( 0.0%) 
planes                  28/65536         560/1310720  ( 0.0%) 
vertexes                19/65536         228/786432   ( 0.0%) 
nodes                   31/65536         992/2097152  ( 0.0%) 
texinfos                 3/12288         216/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                   16/65536         896/3670016  ( 0.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                  33/65536        1056/2097152  ( 0.1%) 
leaffaces               16/65536          32/131072   ( 0.0%) 
leafbrushes              4/65536           8/131072   ( 0.0%) 
areas                    1/256             8/2048     ( 0.4%) 
surfedges               88/512000        352/2048000  ( 0.0%) 
edges                   45/256000        180/1024000  ( 0.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       10784/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         233/393216   ( 0.1%) 
LDR ambient table       33/65536         132/262144   ( 0.1%) 
HDR ambient table       33/65536         132/262144   ( 0.1%) 
LDR leaf ambient        28/65536         784/1835008  ( 0.0%) 
HDR leaf ambient        33/65536         924/1835008  ( 0.1%) 
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]      105647/0        ( 0.0%) 
physics               [variable]         575/4194304  ( 0.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 32
Writing c:\users\andromeda\documents\maps\vmf\Test.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Oct 13 2015)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\andromeda\documents\maps\vmf\Test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
4039 square feet [581632.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  1/8192           12/98304    ( 0.0%) 
brushsides               6/65536          48/524288   ( 0.0%) 
planes                  28/65536         560/1310720  ( 0.0%) 
vertexes                19/65536         228/786432   ( 0.0%) 
nodes                   31/65536         992/2097152  ( 0.0%) 
texinfos                 3/12288         216/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                   16/65536         896/3670016  ( 0.0%) 
hdr faces               16/65536         896/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                  33/65536        1056/2097152  ( 0.1%) 
leaffaces               16/65536          32/131072   ( 0.0%) 
leafbrushes              4/65536           8/131072   ( 0.0%) 
areas                    1/256             8/2048     ( 0.4%) 
surfedges               88/512000        352/2048000  ( 0.0%) 
edges                   45/256000        180/1024000  ( 0.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       10784/0        ( 0.0%) 
HDR lightdata         [variable]       10784/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         233/393216   ( 0.1%) 
LDR ambient table       33/65536         132/262144   ( 0.1%) 
HDR ambient table       33/65536         132/262144   ( 0.1%) 
LDR leaf ambient        28/65536         784/1835008  ( 0.0%) 
HDR leaf ambient        28/65536         784/1835008  ( 0.0%) 
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]      105647/0        ( 0.0%) 
physics               [variable]         575/4194304  ( 0.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 32
Writing c:\users\andromeda\documents\maps\vmf\Test.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Andromeda\Documents\maps\VMF\Test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\Test.bsp"



I have never seen the compile log look like this, yet here it is.

Your compile log is normal except for the fact your map is leaking:


ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****

“FixTjuncts” is part of the compile process to merge brush face edges together to avoid cracks appearing between rendered faces. The only reason you should worry is if the compile tools tell you there are too many (65536 max), in which case, your map has too much complex brush geometry.

Fix the leak in your map by loading the pointfile, which will show a red line from the inside of your map to the outside where the leak is.

But there is no point file. There is nothing.

This is probably a stupid question but is the map encased/has a skybox to stop it from leaking into the void?

Yes, it does :stuck_out_tongue:

So, should I try anything else or?

post your vmf

I fixed it (for now) I removed a brush. But if it happens again, I think I will.