Unknown Leak

I made the most basic map I can make today, it’s just a skybox and a flat ground, yet somehow, the compiler is saying that there is a leak in the map.

Compile logs:



** Executing...
** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "e:\downloads\snow"

Valve Software - vbsp.exe (May 14 2014)
4 threads
materialPath: e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading e:\downloads\snow.vmf
Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default
Can't find surfaceprop snow for material NATURE/SNOWFLOOR001A, using default
Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\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) (2281 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7 texinfos to 3
Reduced 3 texdatas to 3 (57 bytes to 57)
Writing e:\downloads\snow.bsp
0 seconds elapsed

** Executing...
** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "e:\downloads\snow"

Valve Software - vvis.exe (May 14 2014)
4 threads
reading e:\downloads\snow.bsp
reading e:\downloads\snow.prt
LoadPortals: couldn't read e:\downloads\snow.prt


** Executing...
** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "e:\downloads\snow"

Valve Software - vrad.exe SSE (May 14 2014)

      Valve Radiosity Simulator     
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\lights.rad.
Loading e:\downloads\snow.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.04 seconds)
9616 faces
41254932 square feet [5940710400.00 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 (2)
Build Patch/Sample Hash Table(s).....Done<0.5896 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (60)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  6/8192           72/98304    ( 0.1%) 
brushsides              36/65536         288/524288   ( 0.1%) 
planes                 160/65536        3200/1310720  ( 0.2%) 
vertexes             12181/65536      146172/786432   (18.6%) 
nodes                 5767/65536      184544/2097152  ( 8.8%) 
texinfos                 3/12288         216/884736   ( 0.0%) 
texdata                  3/2048           96/65536    ( 0.1%) 
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                 9616/65536      538496/3670016  (14.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                5769/65536      184608/2097152  ( 8.8%) 
leaffaces             9616/65536       19232/131072   (14.7%) 
leafbrushes           2176/65536        4352/131072   ( 3.3%) 
areas                    1/256             8/2048     ( 0.4%) 
surfedges            38728/512000     154912/2048000  ( 7.6%) 
edges                19365/256000      77460/1024000  ( 7.6%) 
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]    17673840/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         250/393216   ( 0.1%) 
LDR ambient table     5769/65536       23076/262144   ( 8.8%) 
HDR ambient table     5769/65536       23076/262144   ( 8.8%) 
LDR leaf ambient      3592/65536      100576/1835008  ( 5.5%) 
HDR leaf ambient      5769/65536      161532/1835008  ( 8.8%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      105647/0        ( 0.0%) 
physics               [variable]        2281/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 19472
Writing e:\downloads\snow.bsp
1 minute, 6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "e:\downloads\snow.bsp" "\snow.bsp"


** Executing...
** Command: " "
** Parameters: -dev -console -allowdebug -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" +map "snow"


If the VMF is needed, I’ll be happy to send it, as it is the most basic thing I’ve ever made.

You could load the pointfile and see where the red line goes.

Oh, I forgot to mention, there actually isn’t a pointfile for this map, it wasn’t generated.

Then I’m not really sure what else could help, especially when the map is so simple. Are all brushes properly aligned to the grid?

Actually, what’s that model? Is it going outside the edges of the map?

Model? There are no models on this map.


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%)

What’s this then? Unless I’m missing something

Hmph, strange. Entity report doesn’t have any props, and I never made any.

lets see. whats inside the vmf.

VMF’s here.

The reason the map is leaking is because you have no entities inside the map.

At bare minimum you need a light_environment and an info_player_start. You cannot compile a map without entities.

It worked, thanks!