Leak driving me crazy

First off, I am a total newbie at hammer, and this map is my first srsbizus map or 2nd map (The first map being a cube with a nympho_player_start). So the map is basically an info_player_start with a suit, crowbar, 357, and an smg piled on it (Changing/deleting stuff didn’t do shit so I put the stuff back on the info player start.), here’s the thing, before I added 2 lights I had no leaks, then I added 2 lights, got a leak, deleted the lights, still got a leak, so I added a light back. Now I have no idea what the hell is wrong, could I possibly upload the .vmf so you guys can see whats wrong?

Compile log:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.vmf"

Valve Software - vbsp.exe (Jun  8 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2\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 weapon_357 (-211.68 -200.00 296.00) 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) (4799 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:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap"

Valve Software - vvis.exe (Jun  8 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
reading c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap"

Valve Software - vrad.exe SSE (Jun  8 2010)

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

Loading c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
94 faces
17492 square feet [2518862.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0011 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                 13/8192          156/98304    ( 0.2%) 
brushsides              78/65536         624/524288   ( 0.1%) 
planes                  60/65536        1200/1310720  ( 0.1%) 
vertexes               140/65536        1680/786432   ( 0.2%) 
nodes                   88/65536        2816/2097152  ( 0.1%) 
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                   94/65536        5264/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               51/65536        2856/3670016  ( 0.1%) 
leaves                  90/65536        2880/2097152  ( 0.1%) 
leaffaces               99/65536         198/131072   ( 0.2%) 
leafbrushes             30/65536          60/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              639/512000       2556/2048000  ( 0.1%) 
edges                  359/256000       1436/1024000  ( 0.1%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              6/32768          60/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            99/65536         198/131072   ( 0.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       64708/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        1912/393216   ( 0.5%) 
LDR ambient table       90/65536         360/262144   ( 0.1%) 
HDR ambient table       90/65536         360/262144   ( 0.1%) 
LDR leaf ambient       116/65536        3248/1835008  ( 0.2%) 
HDR leaf ambient        90/65536        2520/1835008  ( 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]           1/400      ( 0.3%) 
pakfile               [variable]      105651/0        ( 0.0%) 
physics               [variable]        4799/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 247
Writing c:\program files (x86)\steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\flyboy463\sourcesdk_content\hl2\mapsrc\Zomap.bsp" "c:\program files (x86)\steam\steamapps\flyboy463\half-life 2\hl2\maps\Zomap.bsp"



No, none of the entities are the problem.

Try loading your pointfile to find the leak. It’s under Map > Load Pointfile.

Just brings me to an entity that I delete then gets a new entity, until I have no entities left then just get a leak error.

facepalm follow the red line that goes from the entity till it reaches the void that’s where your leak is.

You don’t delete the entity, you just follow the line from it to the void. Like Teshok said that is where you will find the leak.

You don’t fix a leak by deleting the entity. You patch the hole that’s causing it to leak.
Use the visgroups to disable everything except world brushes, then load the pointfile (map>load pointfile) and follow that line to where you see an opening. Seal it with a world brush and you’re good to go.

Wtf, leak in the middle of a wall, i just deleted it then replaced in the same spot and it worked.

You probably tied it to an entity by mistake.

Bare in mind that entities can’t seal the world