Strange leak
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Quote
Re: Strange leak
Posted by SmokersCough on Sat Feb 18th at 10:09pm 2006


Hi guys, i have a strange problem with my map, when i compile i get a leak message stating that a func_buttn is causing a leak. Thing is the point file points to nothing and so do the co-ordinates, i have no holes in the map i have checked everything i can't figure it out, has anyone got any idea, here's the log and a screenshot:

image


** Executing...
** Command: "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.ukhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.ukhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.vmf
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (3584, -3264, -384)
Multiple references for cubemap on texture maps/wholelevelrichw/glass/glasswindow007a_2832_-2816_-384!!!
env_cubemap pointing at deleted brushside near (1152, -3152, -208)
env_cubemap pointing at deleted brushside near (1584, -3152, -208)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_button (56.39 -1304.37 -634.0 leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 2560.0, -738.0)
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 (6144.0, 2560.0, -674.
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 (6144.0, 2560.0, -538.
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 (6144.0, 2560.0, -54.0)
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 (5632.0, 3072.0, -236.0)
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 (4608.0, 3072.0, -236.0)
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 (7680.0, 1024.0, -236.0)
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 (8192.0, 512.0, -236.0)
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...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 806 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 to build the default cubemap!
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 (2) (1618726 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (2) (2871151 bytes)
Error! prop_static using model "models/props_wasteland/prison_toilet01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_toilet01.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_desk001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_desk001b.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_storagecloset001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_storagecloset001b.mdl"!
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 4653 texinfos to 2907
Reduced 445 texdatas to 410 (22976 bytes to 20412)
Writing C:Program FilesValveSteamSteamAppsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.bsp
17 seconds elapsed
1.049162 -3.207047 0.000000
-1.049033 -3.207047 0.000000
-1.049033 3.206336 0.000000
1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Memory leak: mempool blocks left in memory: 38

** Executing...
** Command: "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.ukhalf-life 2hl2" -fast "C:Program FilesValveSteamSteamAppsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.bsp
reading c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.prt


** Executing...
** Command: "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.ukhalf-life 2hl2" -noextra "C:Program FilesValveSteamSteamAppsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.bsp
No vis information, direct lighting only.
8568 faces
7 degenerate faces
420426 square feet [60541420.00 square inches]
47 displacements
17227 square feet [2480751.75 square inches]
136 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (172)
Build Patch/Sample Hash Table(s).....Done<0.0394 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
1 of 47 (2% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 84/1024 4032/49152 ( 8.2%)
brushes 2807/8192 33684/98304 (34.3%)
brushsides 21747/65536 173976/524288 (33.2%)
planes 10976/65536 219520/1310720 (16.7%)
vertexes 17460/65536 209520/786432 (26.6%)
nodes 4543/65536 145376/2097152 ( 6.9%)
texinfos 2907/12288 209304/884736 (23.7%)
texdata 410/2048 13120/65536 (20.0%)
dispinfos 47/0 8272/0 ( 0.0%)
disp_verts 4983/0 99660/0 ( 0.0%)
disp_tris 8224/0 16448/0 ( 0.0%)
disp_lmsamples 33840/0 33840/0 ( 0.0%)
faces 8568/65536 479808/3670016 (13.1%)
origfaces 7314/65536 409584/3670016 (11.2%)
leaves 4628/65536 148096/2097152 ( 7.1%)
leaffaces 11612/65536 23224/131072 (17.7%)
leafbrushes 4723/65536 9446/131072 ( 7.2%)
areas 7/256 56/2048 ( 2.7%)
surfedges 71391/512000 285564/2048000 (13.9%)
edges 46299/256000 185196/1024000 (18.1%)
LDR worldlights 135/8192 11880/720896 ( 1.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1087/32768 10870/327680 ( 3.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21834/65536 43668/131072 (33.3%)
cubemapsamples 108/1024 1728/16384 (10.5%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 3547384/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 308305/393216 (78.4%)
LDR leaf ambient 4628/65536 111072/1572864 ( 7.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/48104 ( 0.0%)
pakfile [variable] 857583/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1618726/4194304 (38.6%)
==== Total Win32 BSP file data space used: 9223168 bytes ====

Linux Specific Data:
physicssurface [variable] 2871151/6291456 (45.6%)
==== Total Linux BSP file data space used: 10475593 bytes ====

Total triangle count: 24620
Writing c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.bsp
2 minutes, 57 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsrichardacherki@tiscali.co.uksourcesdk_contenthl2mapsrcWholeLevelrichW.bsp" "c:program filesvalvesteamsteamappsrichardacherki@tiscali.co.ukhalf-life 2hl2mapsWholeLevelrichW.bsp"




Quote
Re: Strange leak
Posted by Orpheus on Sat Feb 18th at 10:20pm 2006


You seem to have much bigger problems than a leak, which by the way is always fixable. Whats this "CONTENTS_SOLID " thing you got going?

Anyway, with the olden pointfile, the entity comment usually meant that it was the closest thing "to the leak" so look around "by it" someplace, not "at it".

And, I absolutely refuse to acknowledge a screenshot that size. Its ridiculous.





The best things in life, aren't things.



Quote
Re: Strange leak
Posted by SmokersCough on Sat Feb 18th at 11:38pm 2006


For one thing, i didn't say it was not fixable i said i couldn't find a way to fix it. Secondly the picture is a thumbnail that is a clickable link to the full size image, i'll give your suggestion a try and see what comes up. Also if the leak is fixed it's likely to fix all the other errors, as the other issues are down to the link.



Quote
Re: Strange leak
Posted by Orpheus on Sat Feb 18th at 11:47pm 2006


*sighs*

I can see you're one of those difficult types. <img src=" SRC="images/smiles/sad.gif">

OK, pointfiles do not point to nothing. They may run out of particles and end abruptly, but they would have continued had there been enough. You might need to increase them a bit.

Secondly, if you are at an end, it might be the beginning, go the other way.

3rd, lower the damned screenshot file size to under 100k. Its obscenely bloated. I am perfectly aware of the mechanics of a thumbnail image.

Leaks are a pain, but easy to resolve if you are able to see how they are formed. Usually its sloppy mappers, but on a few occasions its simply a mishap due to forgetfulness.

If you cannot find it, put a block of solid something over the suspected area and compile the map. If the error goes away, its inside the block.

Before you ask. I have had to find 100's of unfindable leaks for other mappers. I know how to find one.





The best things in life, aren't things.



Quote
Re: Strange leak
Posted by fishy on Sat Feb 18th at 11:49pm 2006


? quoting SmokersCough
Also if the leak is fixed it's likely to fix all the other errors, as the other issues are down to the link.

i definately disagree. as Orph said, the contents_solid error is a bigger problem, and is more likely to be the cause of your leak, rather than one of the symptoms.




i eat paint



Quote
Re: Strange leak
Posted by Andrei on Sat Feb 18th at 11:54pm 2006


The contents_solid error often appears as a consequence of the fact that you have a leak. The fact that the leak pointfile leads nowhere could mean that it's not an entity that's outside your world but an origin belonging to one of your brush entities. Load-up the pointfile, zoom around the tip of the arrow-marker, and check all of your brush entities one by one to see if one doesn't have it's origin there by mistake.




Quote
Re: Strange leak
Posted by SmokersCough on Sat Feb 18th at 11:54pm 2006


Right guys, i'll give those ideas a go. As much as i apreciate your help i must say, is there really a need to be so condescending. Silly smileys etc.





Quote
Re: Strange leak
Posted by Orpheus on Sun Feb 19th at 12:09am 2006


? quoting SmokersCough
, is there really a need to be so condescending. Silly smileys etc.

Apparently, Yes since you opted to take that route first.





The best things in life, aren't things.



Quote
Re: Strange leak
Posted by SmokersCough on Sun Feb 19th at 12:59am 2006


Thanks Andrei, turned out alot of the origins had been outside the level istelf, this then lead to other small issues. Not sure how that happened, i did have a problem like this before that i ended up correcting. So it was down to origins being in starange places in case anyone else is wondering, thanks guys. I'm currently working on SP level for Half Life 2, hopefully it should be pretty cool when it's completed. I'll post some screenshots soon,

Thanks again.





Quote
Re: Strange leak
Posted by Orpheus on Sun Feb 19th at 1:05am 2006


If Andy solved it. mark him correct please.



The best things in life, aren't things.




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