LoadPortal, Leaks = ???

LoadPortal, Leaks = ???

Re: LoadPortal, Leaks = ??? Posted by Q2k on Tue Jan 23rd 2007 at 5:20pm
Q2k
2 posts
Posted 2007-01-23 5:20pm
Q2k
member
2 posts 0 snarkmarks Registered: Jan 23rd 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 ----

<div style="margin-left: 40px;"><div style="margin-left: 40px;">**** 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)
</div></div>
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.

<div style="margin-left: 80px;">
** Executing...

** Command: "c:\program files\valve\steam\steamapps\...\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\...\counter-strike source\cstrike"
"C:\Games\CSS map Archive\Q2k_RE"

Valve Software - vbsp.exe (Aug 4 2006)

1 threads

materialPath: c:\program files\valve\steam\steamapps\...\counter-strike source\cstrike\materials

Loading C:\Games\CSS map Archive\Q2k_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:\Games\CSS map Archive\Q2k_RE.bsp

21 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\...\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\...\counter-strike source\cstrike"
"C:\Games\CSS map Archive\Q2k_RE"

Valve Software - vvis.exe (May 22 2006)<br style="color: orange;">
1 threads<br style="color: orange;">
reading c:\games\css map archive\Q2k_RE.bsp<br style="color: orange;">
reading c:\games\css map archive\Q2k_RE.prt<br style="color: orange;">
LoadPortals: couldn't read c:\games\css map archive\Q2k_RE.prt

** Executing...

** Command: "c:\program files\valve\steam\steamapps\...\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\...\counter-strike source\cstrike"
"C:\Games\CSS map Archive\Q2k_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:\games\css map archive\Q2k_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:\Games\CSS map Archive\Q2k_RE.bsp" "c:\program
files\valve\steam\steamapps\...\counter-strike
source\cstrike\maps\Q2k_RE.bsp"
</div>
Re: LoadPortal, Leaks = ??? Posted by Naklajat on Tue Jan 23rd 2007 at 7:16pm
Naklajat
1137 posts
Posted 2007-01-23 7:16pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
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

Re: LoadPortal, Leaks = ??? Posted by Captain P on Tue Jan 23rd 2007 at 9:57pm
Captain P
1370 posts
Posted 2007-01-23 9:57pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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.
Create-ivity - a game development blog
Re: LoadPortal, Leaks = ??? Posted by Q2k on Wed Jan 24th 2007 at 4:14am
Q2k
2 posts
Posted 2007-01-24 4:14am
Q2k
member
2 posts 0 snarkmarks Registered: Jan 23rd 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>