LoadPortal, Leaks = ???
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Re: LoadPortal, Leaks = ???
Posted by Q2k on Tue Jan 23rd at 5:20pm 2007



Hi im new to hammer, I did search but nothing i did find was helpful..
Anyway.. this log is just part of it, coz i recompiled like 20times already, i just "end process" the compiling.

The problem:
I want to compile with vvis.exe, But then this leak keeps popping up.
So i remove, i fix, move it, delete the dam thing
But every time i recompile, even under a different name. The leak appears. but then its a different thing thats leaked. like window, then the next time its a furniture. its always a different thing getting leaked.. And i read that the can't read for that loadportal is coz of leaks. but how can i fix this when it just desides to make another thing leak.

this was a previous ----

**** leaked ****
Entity prop_physics_multiplayer (-1707.00 373.00 12.00) 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 (2)
-----------------------------------
its EVIL.
I fix it it just changes im so tired of this. And it just keep skipping the vvis.exe..
Any helpwould be nice.


---------------------------------------
** Executing...
** Command: "c:program filesvalvesteamsteamapps...sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamapps...counter-strike sourcecstrike" "C:GamesCSS map ArchiveQ2k_RE"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamapps...counter-strike sourcecstrikematerials
Loading C:GamesCSS map ArchiveQ2k_RE.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (9)
**** leaked ****
Entity prop_physics_multiplayer (-1256.00 420.00 9.00) 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 (2)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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) (858159 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3812 texinfos to 2305
Reduced 96 texdatas to 93 (2126 bytes to 2017)
Writing C:GamesCSS map ArchiveQ2k_RE.bsp
21 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamapps...sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamapps...counter-strike sourcecstrike" "C:GamesCSS map ArchiveQ2k_RE"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:gamescss map archiveQ2k_RE.bsp
reading c:gamescss map archiveQ2k_RE.prt
LoadPortals: couldn't read c:gamescss map archiveQ2k_RE.prt


** Executing...
** Command: "c:program filesvalvesteamsteamapps...sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamapps...counter-strike sourcecstrike" "C:GamesCSS map ArchiveQ2k_RE"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:gamescss map archiveQ2k_RE.bsp
No vis information, direct lighting only.
15525 faces
33 degenerate faces
492823 square feet [70966624.00 square inches]
0 displacements
0 square feet [0.00 square inches]
108 direct lights
BuildFacelights: 0
** Executing...
** Command: Copy File
** Parameters: "C:GamesCSS map ArchiveQ2k_RE.bsp" "c:program filesvalvesteamsteamapps...counter-strike sourcecstrikemapsQ2k_RE.bsp"




Quote
Re: LoadPortal, Leaks = ???
Posted by Naklajat on Tue Jan 23rd at 7:16pm 2007


A leak doesn't really have anything to do with the entity that's being leaked, it's an area in the shell of your map that isn't sealed against the void. Anywhere you have an entity has to be completely enclosed with brushes, or you've got a leak and vvis won't run properly.

To find the leak, click 'Map >> Load Pointfile' and look for the red squiggly line, this points from the entity that was leaked to where the leak is. Once you find it, use a brush to close it up.



=o



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Re: LoadPortal, Leaks = ???
Posted by Captain P on Tue Jan 23rd at 9:57pm 2007


For a more extensive explanation, see: Valve Wiki - Leak.

It explains why deleting the indicated entity won't solve the problem, because in 95% of the cases, it isn't the source of the problem, but simply an indication of it.






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Re: LoadPortal, Leaks = ???
Posted by Q2k on Wed Jan 24th at 4:14am 2007


dam i did what you said. thx it helped but it was like a bad movie, leaks keept poping up so i did load the point file. (A life saver.) removed or fixed. and now its runing vvis.exe thank you.. Just wish it had a tip window when u opened hammer.. that tells you these small things that help you find the leaks..<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>




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