Strange leak

Strange leak

Re: Strange leak Posted by SmokersCough on Sat Feb 18th 2006 at 10:09pm
SmokersCough
28 posts
Posted 2006-02-18 10:09pm
28 posts 13 snarkmarks Registered: Dec 20th 2005
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:

http://img73.imageshack.us/my.php?image=strangeleak6gr.jpgUser posted image

** Executing...
** Command: "c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW.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 :cool: 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. :cool:
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. :cool:
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 Files\Valve\Steam\SteamApps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW.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 files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\half-life 2\hl2" -fast "C:\Program Files\Valve\Steam\SteamApps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW.bsp
reading c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW.prt

** Executing...
** Command: "c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\richardacherki@tiscali.co.uk\half-life 2\hl2" -noextra "C:\Program Files\Valve\Steam\SteamApps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW"

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 files\valve\steam\steamapps\richardacherki@tiscali.co.uk\sourcesdk_content\hl2\mapsrc\WholeLevelrichW.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
Re: Strange leak Posted by Orpheus on Sat Feb 18th 2006 at 10:20pm
Orpheus
13860 posts
Posted 2006-02-18 10:20pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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. :rolleyes:

The best things in life, aren't things.
Re: Strange leak Posted by SmokersCough on Sat Feb 18th 2006 at 11:38pm
SmokersCough
28 posts
Posted 2006-02-18 11:38pm
28 posts 13 snarkmarks Registered: Dec 20th 2005
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.
Re: Strange leak Posted by Orpheus on Sat Feb 18th 2006 at 11:47pm
Orpheus
13860 posts
Posted 2006-02-18 11:47pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
sighs

I can see you're one of those difficult types. :sad:

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. :rolleyes:

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.
Re: Strange leak Posted by fishy on Sat Feb 18th 2006 at 11:49pm
fishy
2623 posts
Posted 2006-02-18 11:49pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
SmokersCough said:
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
Re: Strange leak Posted by Andrei on Sat Feb 18th 2006 at 11:54pm
Andrei
2455 posts
Posted 2006-02-18 11:54pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
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.
Re: Strange leak Posted by SmokersCough on Sat Feb 18th 2006 at 11:54pm
SmokersCough
28 posts
Posted 2006-02-18 11:54pm
28 posts 13 snarkmarks Registered: Dec 20th 2005
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.
Re: Strange leak Posted by Orpheus on Sun Feb 19th 2006 at 12:09am
Orpheus
13860 posts
Posted 2006-02-19 12:09am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
SmokersCough said:
, 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.
Re: Strange leak Posted by SmokersCough on Sun Feb 19th 2006 at 12:59am
SmokersCough
28 posts
Posted 2006-02-19 12:59am
28 posts 13 snarkmarks Registered: Dec 20th 2005
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.
Re: Strange leak Posted by Orpheus on Sun Feb 19th 2006 at 1:05am
Orpheus
13860 posts
Posted 2006-02-19 1:05am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
If Andy solved it. mark him correct please.

The best things in life, aren't things.