Leak Problem

Whenever I compile my map, it says there is a leak, and it gives me the cords. Whenever I go to the cords, it’s a entity so I decided to load the pointfile. But the problem is the red line leads to the void where there is nothing. I tried deleting the entity, but then it just says another entity is leaking.

Thanks for the help!

Pictures:



Compile log:




** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\mapthings\gm_vj_test\gm_vj_test.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\Vrej\mapthings\gm_vj_test\gm_vj_test.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/gm_vj_test/nature/blenddebris002a_wvt_patch
Patching WVT material: maps/gm_vj_test/nature/blendashdirt01_wvt_patch
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_node (-3983.13 -4325.41 -2167.00) 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_ep01_04*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep01_04*.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
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (0) (53102 bytes)
Static prop models/props_combine/combine_intwallunit.mdl outside the map (-3129.00, -3409.00, -2350.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2783.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2655.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2527.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2863.00)
Static prop models/props_silo/ladderrung.mdl outside the map (-4068.00, -3839.00, -2238.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 584 texinfos to 327
Reduced 136 texdatas to 114 (4241 bytes to 3544)
Writing C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
reading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.prt
LoadPortals: couldn't read c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test"

Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.30 seconds)
1712 faces
4829460 square feet [695442304.00 square inches]
1 Displacements
364 Square Feet [52481.26 Square Inches]
40 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0259 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                149/8192         1788/98304    ( 1.8%) 
brushsides            1084/65536        8672/524288   ( 1.7%) 
planes                1034/65536       20680/1310720  ( 1.6%) 
vertexes              2667/65536       32004/786432   ( 4.1%) 
nodes                 1042/65536       33344/2097152  ( 1.6%) 
texinfos               327/12288       23544/884736   ( 2.7%) 
texdata                114/2048         3648/65536    ( 5.6%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts              25/0             500/0        ( 0.0%) 
disp_tris               32/0              64/0        ( 0.0%) 
disp_lmsamples        1056/0            1056/0        ( 0.0%) 
faces                 1712/65536       95872/3670016  ( 2.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              403/65536       22568/3670016  ( 0.6%) 
leaves                1049/65536       33568/2097152  ( 1.6%) 
leaffaces             2134/65536        4268/131072   ( 3.3%) 
leafbrushes            615/65536        1230/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9378/512000      37512/2048000  ( 1.8%) 
edges                 5197/256000      20788/1024000  ( 2.0%) 
LDR worldlights         40/8192         3520/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            126/32768        1260/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1782/65536        3564/131072   ( 2.7%) 
cubemapsamples          10/1024          160/16384    ( 1.0%) 
overlays                83/512         29216/180224   (16.2%) 
LDR lightdata         [variable]     6619688/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      109117/393216   (27.7%) 
LDR ambient table     1049/65536        4196/262144   ( 1.6%) 
HDR ambient table     1049/65536        4196/262144   ( 1.6%) 
LDR leaf ambient      1846/65536       51688/1835008  ( 2.8%) 
HDR leaf ambient      1049/65536       29372/1835008  ( 1.6%) 
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]           1/6228     ( 0.0%) 
pakfile               [variable]     1173277/0        ( 0.0%) 
physics               [variable]       53102/4194304  ( 1.3%) 
physics terrain       [variable]         223/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4402
Writing c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.30 seconds)
1712 faces
4829460 square feet [695442304.00 square inches]
1 Displacements
364 Square Feet [52481.26 Square Inches]
40 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0271 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                149/8192         1788/98304    ( 1.8%) 
brushsides            1084/65536        8672/524288   ( 1.7%) 
planes                1034/65536       20680/1310720  ( 1.6%) 
vertexes              2667/65536       32004/786432   ( 4.1%) 
nodes                 1042/65536       33344/2097152  ( 1.6%) 
texinfos               327/12288       23544/884736   ( 2.7%) 
texdata                114/2048         3648/65536    ( 5.6%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts              25/0             500/0        ( 0.0%) 
disp_tris               32/0              64/0        ( 0.0%) 
disp_lmsamples        1056/0            1056/0        ( 0.0%) 
faces                 1712/65536       95872/3670016  ( 2.6%) 
hdr faces             1712/65536       95872/3670016  ( 2.6%) 
origfaces              403/65536       22568/3670016  ( 0.6%) 
leaves                1049/65536       33568/2097152  ( 1.6%) 
leaffaces             2134/65536        4268/131072   ( 3.3%) 
leafbrushes            615/65536        1230/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9378/512000      37512/2048000  ( 1.8%) 
edges                 5197/256000      20788/1024000  ( 2.0%) 
LDR worldlights         40/8192         3520/720896   ( 0.5%) 
HDR worldlights         40/8192         3520/720896   ( 0.5%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            126/32768        1260/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1782/65536        3564/131072   ( 2.7%) 
cubemapsamples          10/1024          160/16384    ( 1.0%) 
overlays                83/512         29216/180224   (16.2%) 
LDR lightdata         [variable]     6619688/0        ( 0.0%) 
HDR lightdata         [variable]     6619688/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      109117/393216   (27.7%) 
LDR ambient table     1049/65536        4196/262144   ( 1.6%) 
HDR ambient table     1049/65536        4196/262144   ( 1.6%) 
LDR leaf ambient      1846/65536       51688/1835008  ( 2.8%) 
HDR leaf ambient      1846/65536       51688/1835008  ( 2.8%) 
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]           1/6228     ( 0.0%) 
pakfile               [variable]     1173277/0        ( 0.0%) 
physics               [variable]       53102/4194304  ( 1.3%) 
physics terrain       [variable]         223/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4402
Writing c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\gm_vj_test.bsp"



i’d say try turning off radius culling and check if the top skybox isn’t a brush entity.

Another Possible Problem is that your Entity’s origin is outside your map, toggle helpers on and move the origin of the leaked entity back in your map.

The leak is fixed, thanks Snapster and Sparkthunder!