Hi, Im havin these problems since i placed a diplacement thing i think
but im not sure. Lots of prop_statics are not in game anymore and i
dunno where it came from. cant find a leak or sth... Same for the
entity is leaking it should not imo!
Anybody got some good advice?
Thnx in advance!
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsspkahalf-life 2hl2materials
Loading c:program filesvalvesteamsteamappssourcemodspanningenmapstheresistance8.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-712.00 -26.51 115.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (72.0, 1024.0, 8.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (72.0, 1024.0, 132.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (156.0, 1024.0, -52.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (156.0, 1024.0, 53.2)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (156.0, 1024.0, 101.2)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (156.0, 1024.0, 116.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (156.0, 1024.0, 132.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (252.0, 1024.0, 8.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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 (0) (166812 bytes)
Static prop models/props_lab/lab_flourescentlight002b.mdl outside the map (508.00, 60.00, 92.00)
Static prop models/props_lab/lab_flourescentlight002b.mdl outside the map (508.00, 192.00, 92.00)
Static prop models/props_lab/lab_flourescentlight002b.mdl outside the map (508.00, 372.00, 92.00)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 722 texinfos to 343
Reduced 40 texdatas to 31 (1392 bytes to 1150)
Writing c:program filesvalvesteamsteamappssourcemodspanningenmapstheresistance8.bsp
5 seconds elapsed
1
Re: Error after makin displacement
Posted by omegaslayer on Tue Dec 5th at 6:12am 2006
You have a leak, patch that up.

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Tue Dec 5th at 6:12am 2006
? quote:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-712.00 -26.51 115.00) leaked!
**** leaked ****
Entity prop_static (-712.00 -26.51 115.00) leaked!
You have a leak, patch that up.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Error after makin displacement
Posted by fishy on Tue Dec 5th at 10:57am 2006
Posted by fishy on Tue Dec 5th at 10:57am 2006
Iin hammer, Map>Load Pointfile. A red line will appear that should show you where the leak is.
i eat paint
Re: Error after makin displacement
Posted by spkka on Tue Dec 5th at 12:45pm 2006
Posted by spkka on Tue Dec 5th at 12:45pm 2006
well i tried removing the leak i can?t see what this leak gives, its
from the train trough the ground. tho i used the -novirtualmesh in the
parameters which spawns my props ok tho! Hope this doesnt give any more
problems in the future...
http://i119.photobucket.com/albums/o155/spkka/fromtop.jpg
http://i119.photobucket.com/albums/o155/spkka/fromground.jpg
any tips on fixing this leak? its been awhile since i mapped for half life 2 i know i had these problems before...
I know its the displacement that gives this leak but i dun wanna remove it!
thnx again!!
http://i119.photobucket.com/albums/o155/spkka/fromtop.jpg
http://i119.photobucket.com/albums/o155/spkka/fromground.jpg
any tips on fixing this leak? its been awhile since i mapped for half life 2 i know i had these problems before...
I know its the displacement that gives this leak but i dun wanna remove it!
thnx again!!
Re: Error after makin displacement
Posted by Orpheus on Tue Dec 5th at 1:13pm 2006

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by Orpheus on Tue Dec 5th at 1:13pm 2006
off topic:
as for the screens, my tired old eyes cannot see them. Clip off all that useless part, and make them larger.
As for your editor. removing the scrolling arrows will give you an added bit of screen size in your editor.
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: Error after makin displacement
Posted by fishy on Tue Dec 5th at 1:37pm 2006
Posted by fishy on Tue Dec 5th at 1:37pm 2006
Displacements do not block VIS. Neither do any of the brush entities or models. You need to seal off your level below/behind any of these, normally using a brush textured with nodraw.
i eat paint
Re: Error after makin displacement
Posted by spkka on Tue Dec 5th at 2:16pm 2006
Posted by spkka on Tue Dec 5th at 2:16pm 2006
thnx a lot for tha fast response ppl!!!!
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