Three problems in my map.

I got these three annoying problems.
The first is the skybox renders all the map.

http://cloud-2.steampowered.com/ugc/49853844418951115/9D671ABD7A98F7930CE2C5BBE12AB71BC295E9B5/1024x575.resizedimage[/t]

The second, the water doesn’t have a surface
[t]http://cloud-3.steampowered.com/ugc/49853844418953135/724FF76E618CF28CA535096FE5ADD42B3EACB169/1024x575.resizedimage

And the third, the goddamn teleports doesn’t work.

I need help.

Compile log please.

I bet I’ll got a leak. But anyway, here’s the compile log.



** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2" "c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
material "effects/offgaragedr" not found.
Material not found!: EFFECTS/OFFGARAGEDR
***need to set $abovewater for material liquids/!greenslime1
***need to set $abovewater for material liquids/!greenslime1
Could not locate 'GameData' key in e:\program files\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/rp_blackmesatestbkp1/halflife/c2a4_mud2_wvt_patch
Patching WVT material: maps/rp_blackmesatestbkp1/halflife/c2a5b_sand_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity light (-906.45 9108.88 416.49) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 11776.0 -4676.0)
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 (15872.0 12288.0 -4676.0)
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 (14848.0 12288.0 -4676.0)
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 (16384.0 10752.0 -4676.0)
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 (13824.0 12288.0 -4676.0)
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 (12800.0 12288.0 -4676.0)
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 12288.0 -4676.0)
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 (16384.0 9728.0 -4676.0)
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...done (0)
Building Faces...error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/-1OUT_W3 doesn't have a $bottommaterial
error: material HALFLIFE/-1OUT_W3 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW7 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW7 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW7 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW4 doesn't have a $bottommaterial
error: material HALFLIFE/C1A0_LABW7 doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 76 detail faces...done (0)
Merging details...done (1)
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (1203072 bytes)
Static prop models/props_wasteland/rockcliff01b.mdl outside the map (322.36, 9068.04, 96.86)
Static prop models/props_canal/rock_riverbed02c.mdl outside the map (863.34, 8495.13, 121.28)
Static prop models/props_wasteland/rockgranite03a.mdl outside the map (101.58, 8406.85, 94.07)
Static prop models/props_wasteland/rockgranite03a.mdl outside the map (409.12, 8556.29, 99.43)
Static prop models/props_wasteland/rockgranite03a.mdl outside the map (685.68, 8745.58, 92.91)
Static prop models/props_canal/rock_riverbed02c.mdl outside the map (115.24, 8866.54, 128.99)
Static prop models/props_canal/rock_riverbed02c.mdl outside the map (524.43, 8969.56, 127.25)
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 4714 texinfos to 2779
Reduced 352 texdatas to 318 (9473 bytes to 7810)
Writing c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.bsp
5 seconds elapsed

** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -fast -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2" "c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1"

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.bsp
reading c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.prt
LoadPortals: couldn't read c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.prt


** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2" "c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1"

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

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

Loading c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.31 seconds)
16351 faces
5 degenerate faces
3486999 square feet [502127872.00 square inches]
9 Displacements
66832 Square Feet [9623850.00 Square Inches]
sun extent from map=0.000000
400 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (43)
Build Patch/Sample Hash Table(s).....Done<0.0646 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 (24)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  77/1024         3696/49152    ( 7.5%) 
brushes               2243/8192        26916/98304    (27.4%) 
brushsides           16415/65536      131320/524288   (25.0%) 
planes               12814/65536      256280/1310720  (19.6%) 
vertexes             30248/65536      362976/786432   (46.2%) 
nodes                14255/65536      456160/2097152  (21.8%) 
texinfos              2779/12288      200088/884736   (22.6%) 
texdata                318/2048        10176/65536    (15.5%) 
dispinfos                9/0            1584/0        ( 0.0%) 
disp_verts            1713/0           34260/0        ( 0.0%) 
disp_tris             2976/0            5952/0        ( 0.0%) 
disp_lmsamples      106509/0          106509/0        ( 0.0%) 
faces                16351/65536      915656/3670016  (24.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6673/65536      373688/3670016  (10.2%) 
leaves               14333/65536      458656/2097152  (21.9%) 
leaffaces            20048/65536       40096/131072   (30.6%) 
leafbrushes           8612/65536       17224/131072   (13.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           103781/512000     415124/2048000  (20.3%) 
edges                61561/256000     246244/1024000  (24.0%) 
LDR worldlights        400/8192        35200/720896   ( 4.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips           1763/32768       17630/327680   ( 5.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         28215/65536       56430/131072   (43.1%) 
cubemapsamples          14/1024          224/16384    ( 1.4%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8920012/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      175381/393216   (44.6%) 
LDR ambient table    14333/65536       57332/262144   (21.9%) 
HDR ambient table    14333/65536       57332/262144   (21.9%) 
LDR leaf ambient     74093/65536     2074604/1835008  (113.1%) VERY FULL!
HDR leaf ambient     14333/65536      401324/1835008  (21.9%) 
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]           1/6248     ( 0.0%) 
pakfile               [variable]     1608084/0        ( 0.0%) 
physics               [variable]     1203072/4194304  (28.7%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 44273
Writing c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.bsp
1 minute, 15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\pc\desktop\maps\hl2 maps\rp_blackmesatestbkp1.bsp" "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_blackmesatestbkp1.bsp"


** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -allowdebug -game "E:\Program Files\Steam\steamapps\common\Half-Life 2\hl2" +map "rp_blackmesatestbkp1"


Yep, leak. Always fix leaks first before tackling other problems.

Go to Map > Load Point File to help trace the origin of the leak.

Well, I got tons of leaks, why hammer doesn’t make a full log of leaks?

This is not even a leak, what the fuck?

My advise to you, my friend – Use interlopers.net compile log checker after every compile to look for leaks and general errors ahead of time.

Saves time.

[editline]2nd July 2014[/editline]

Is the brush under it a func_detail or a displacement? If that’s the case, they tend to be ignored as far as leaks go. You could try making the brush into a normal world brush if it’s a func_detail, or if it’s a displacement, either destroy it or place a solid brush underneath it to seal the map.

For your teleporter go to flags and check “clients”

also shove your 3D skybox below or to the side of your map. I find issues happen when it’s above.

It only tells you the first leak it finds because it after that aborts any other process because it has already leaked, if it’d continue to find leaks it’d run forever since every single square-inch of that brush is leaking. It’s leaking because the ground is probably tied to an entity.

Anyway I fixed it, by finding all the leaks