Game Crashes On My Map I Made

Well I made a map of my house in real life and it’s pretty coolio and precise. But When I walk through my door to my room, the game crashes. Same thing happens when I open a door in that doorframe. The contents of the room are: a rotating door (blocks, not models.) , some brushes (walls), a bed I downloaded (Prop_Dynamic), 2 Wooden table things (Prop_Physics), a Light_Spot, and 2 doors (White with rippled glass). When it crashes, it just freezes and then a window appears that says bluh bluh bluh HL2 not respdoning!11one@@@@ so yea. stuff. The map has dynamic lighting so when u turn a light off its completely dark, but with a bit of ambient light, if that makes any difference.
kay tanks for duh halp. Post back if ya know what’s wrong plocks.
-Omnacky

post your compile log in [ code][ /code](without the spaces) and don’t talk like a retard.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\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 ****
Entity prop_door_rotating (-317.00 200.00 118.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...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 (1) (65234 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 226 texinfos to 154
Reduced 17 texdatas to 17 (371 bytes to 371)
Writing C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
reading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.18 seconds)
1222 faces
31662 square feet [4559424.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (27)
Build Patch/Sample Hash Table(s).....Done<0.0304 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                172/8192         2064/98304    ( 2.1%) 
brushsides            1033/65536        8264/524288   ( 1.6%) 
planes                 692/65536       13840/1310720  ( 1.1%) 
vertexes              2024/65536       24288/786432   ( 3.1%) 
nodes                  730/65536       23360/2097152  ( 1.1%) 
texinfos               154/12288       11088/884736   ( 1.3%) 
texdata                 17/2048          544/65536    ( 0.8%) 
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                 1222/65536       68432/3670016  ( 1.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              661/65536       37016/3670016  ( 1.0%) 
leaves                 741/65536       23712/2097152  ( 1.1%) 
leaffaces             1387/65536        2774/131072   ( 2.1%) 
leafbrushes            385/65536         770/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8541/512000      34164/2048000  ( 1.7%) 
edges                 4685/256000      18740/1024000  ( 1.8%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             86/32768         860/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1347/65536        2694/131072   ( 2.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1265692/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       15938/393216   ( 4.1%) 
LDR ambient table      741/65536        2964/262144   ( 1.1%) 
HDR ambient table      741/65536        2964/262144   ( 1.1%) 
LDR leaf ambient      1679/65536       47012/1835008  ( 2.6%) 
HDR leaf ambient       741/65536       20748/1835008  ( 1.1%) 
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]      105663/0        ( 0.0%) 
physics               [variable]       65234/4194304  ( 1.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3453
Writing c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
46 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.37 seconds)
1222 faces
31662 square feet [4559424.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
Build Patch/Sample Hash Table(s).....Done<0.0621 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                172/8192         2064/98304    ( 2.1%) 
brushsides            1033/65536        8264/524288   ( 1.6%) 
planes                 692/65536       13840/1310720  ( 1.1%) 
vertexes              2024/65536       24288/786432   ( 3.1%) 
nodes                  730/65536       23360/2097152  ( 1.1%) 
texinfos               154/12288       11088/884736   ( 1.3%) 
texdata                 17/2048          544/65536    ( 0.8%) 
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                 1222/65536       68432/3670016  ( 1.9%) 
hdr faces             1222/65536       68432/3670016  ( 1.9%) 
origfaces              661/65536       37016/3670016  ( 1.0%) 
leaves                 741/65536       23712/2097152  ( 1.1%) 
leaffaces             1387/65536        2774/131072   ( 2.1%) 
leafbrushes            385/65536         770/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8541/512000      34164/2048000  ( 1.7%) 
edges                 4685/256000      18740/1024000  ( 1.8%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          7/8192          616/720896   ( 0.1%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             86/32768         860/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1347/65536        2694/131072   ( 2.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1265692/0        ( 0.0%) 
HDR lightdata         [variable]     1265692/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       15938/393216   ( 4.1%) 
LDR ambient table      741/65536        2964/262144   ( 1.1%) 
HDR ambient table      741/65536        2964/262144   ( 1.1%) 
LDR leaf ambient      1679/65536       47012/1835008  ( 2.6%) 
HDR leaf ambient      1679/65536       47012/1835008  ( 2.6%) 
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]      105663/0        ( 0.0%) 
physics               [variable]       65234/4194304  ( 1.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3453
Writing c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
37 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp" "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\maps\basement.bsp"

 

There

That’s your problem. To find the leak, simply load the pointfile of your map, which is in the “Map” tab up top, I believe.

As soon as the pointfile’s loaded, there will be a red line pointing to your leak in the 3d view. Fine it (use the coordinates above) and close the leak!

Hope that helps.

Well, you have a leak. Go to View > Go to coordinates, plug those numbers in, and see what’s up around that door.

Edit: Wow, fucking ninja’d. :colbert:

Sweet, thanks for teh help.

[editline]23rd January 2011[/editline]

So like a leak in the skybox? because there’s no skybox material at (-317.00 200.00 118.00). But I deleted the door and blocked the doorframe, temporarily. I need a door there so I need to know how to fix the leak. What is it that is leaking? :stuck_out_tongue: thanks

Load the point file, you should see a red line leading to a “crack”.
Resize the wall/floor to seal it.

[editline]23rd January 2011[/editline]

ALSO STOP WITH THOSE STUPID WORDS :argh:

Well I did that and then it still crashed again, btw its a different door frame that I walk through that crashes it, not the coordinates it said. but anyway this is the code thingy.


 
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\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 ****
Entity info_player_start (-205.88 202.00 76.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...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) (65639 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 229 texinfos to 157
Reduced 18 texdatas to 18 (392 bytes to 392)
Writing C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
reading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.19 seconds)
1222 faces
31741 square feet [4570826.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0303 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                173/8192         2076/98304    ( 2.1%) 
brushsides            1039/65536        8312/524288   ( 1.6%) 
planes                 696/65536       13920/1310720  ( 1.1%) 
vertexes              2024/65536       24288/786432   ( 3.1%) 
nodes                  734/65536       23488/2097152  ( 1.1%) 
texinfos               157/12288       11304/884736   ( 1.3%) 
texdata                 18/2048          576/65536    ( 0.9%) 
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                 1222/65536       68432/3670016  ( 1.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              665/65536       37240/3670016  ( 1.0%) 
leaves                 745/65536       23840/2097152  ( 1.1%) 
leaffaces             1398/65536        2796/131072   ( 2.1%) 
leafbrushes            385/65536         770/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8561/512000      34244/2048000  ( 1.7%) 
edges                 4699/256000      18796/1024000  ( 1.8%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             87/32768         870/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1371/65536        2742/131072   ( 2.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1266148/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       15461/393216   ( 3.9%) 
LDR ambient table      745/65536        2980/262144   ( 1.1%) 
HDR ambient table      745/65536        2980/262144   ( 1.1%) 
LDR leaf ambient      1746/65536       48888/1835008  ( 2.7%) 
HDR leaf ambient       745/65536       20860/1835008  ( 1.1%) 
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]      105663/0        ( 0.0%) 
physics               [variable]       65639/4194304  ( 1.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3457
Writing c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
34 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.36 seconds)
1222 faces
31741 square feet [4570826.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
Build Patch/Sample Hash Table(s).....Done<0.0721 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                173/8192         2076/98304    ( 2.1%) 
brushsides            1039/65536        8312/524288   ( 1.6%) 
planes                 696/65536       13920/1310720  ( 1.1%) 
vertexes              2024/65536       24288/786432   ( 3.1%) 
nodes                  734/65536       23488/2097152  ( 1.1%) 
texinfos               157/12288       11304/884736   ( 1.3%) 
texdata                 18/2048          576/65536    ( 0.9%) 
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                 1222/65536       68432/3670016  ( 1.9%) 
hdr faces             1222/65536       68432/3670016  ( 1.9%) 
origfaces              665/65536       37240/3670016  ( 1.0%) 
leaves                 745/65536       23840/2097152  ( 1.1%) 
leaffaces             1398/65536        2796/131072   ( 2.1%) 
leafbrushes            385/65536         770/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8561/512000      34244/2048000  ( 1.7%) 
edges                 4699/256000      18796/1024000  ( 1.8%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          7/8192          616/720896   ( 0.1%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             87/32768         870/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1371/65536        2742/131072   ( 2.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1266148/0        ( 0.0%) 
HDR lightdata         [variable]     1266148/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       15461/393216   ( 3.9%) 
LDR ambient table      745/65536        2980/262144   ( 1.1%) 
HDR ambient table      745/65536        2980/262144   ( 1.1%) 
LDR leaf ambient      1746/65536       48888/1835008  ( 2.7%) 
HDR leaf ambient      1746/65536       48888/1835008  ( 2.7%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]      105663/0        ( 0.0%) 
physics               [variable]       65639/4194304  ( 1.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3457
Writing c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
39 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp" "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\maps\basement.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2"  +map "basement"



**** leaked ****
Entity info_player_start (-205.88 202.00 76.00) leaked!

facepalm
you don’t delete the entity that leaks
you follow the red line when you load pointfile. The line should lead to the void thats where the leak is. Just re-size the brushes to seal the leak. (remember displacements and func_detail don’t seal your map)
Why does no one know this …

Oh mkay, I can probably fix it now. How do you make it so theres a red arrow pointing at the error leak thingy majigger? Do I go under maps and then press “Load Pointfile” or what.

Ok Thanks

[editline]23rd January 2011[/editline]

Nevermind, found the red arrow. But how can there be a hole in the middle of a single surface? Its just pointing at my floor, either that or at my spawn point. I’ll just move him a bit higher maybe?

[editline]23rd January 2011[/editline]

Btw does making it a func_Brush help?

[editline]23rd January 2011[/editline]

Oh and also, whenever I select the floor, it makes me select a bunch of other things too so it doesn’t let me select only it, probably because I did something earlier. Well anyway, how do I seperate them.

Did you make the brush a displacement? Cause if you did you would have to make another brush under it cause displacements don’t seal of your map.

Displacement? Do you mean did I move it? Well nah I’ll just make another brush mkay.

[editline]23rd January 2011[/editline]

Still crashes.

-.- how about you give me a copy of your map (vmf file) and I’ll see if I can see what the problem is, cause by the looks of it your so new to mapping that what we’re saying isn’t making sense to you.

Yea I’m New-ish. I’ve mapped previously but I haven’t made a complete project. Here’s the download link for it http://www.zshare.net/download/8564221046cd128a/

Ok…rules about leaks.

Leaks occur when there is nothing between it and the void. Imaging a room with a gas leak and loads of gas detectors. You can turn the detectors off, but it doesn’t fix the problem, just another detector will go off.

Now, the void is a place of pure hell. We don’t want it getting into the room. Displacements, entities and water do NOT seal the map against the void. You must have world brushes surrounding the map. Nothing of any func can be outside those brushes.

Like skyboxes? Because there is a skybox around the whole map.

[editline]23rd January 2011[/editline]

Like skyboxes? Because there is a skybox around the whole map.

[editline]23rd January 2011[/editline]

Gasp, I found a leak in the skybox. Lemme fix it.

Finally?
Your replies in this topic look pretty dumb.
But I know from the past: Deleting entities which are leaking, don’t fix the problem.

Arg! Earlier I grouped like half of the stuff together and now I don’t know how to ungroup them. I tried to fix an unbreakable window but now the skybox and walls and pretty much everything is surf_breakable. I can definetly fix it but only if I can ungroup them. Right clicking and pressing ungroup does nothing at all.

[editline]23rd January 2011[/editline]

I gtg for the night, don’t stop the help :stuck_out_tongue:

There is an undo you know.

Also, you can select what you want to select on the top right hand side of the screen. Groups, Objects and Solids. Objects and Solids will obviously ignore the grouping.