I have a leak :/

Help?

By G-FLOW 4 years ago

So my problem is i have a leak, i loaded the pointfile already and it shows me just this. It doesnt goes through something it is just there :/

in my log stands this

**** leaked **** Entity func_button (-561.00 1393.00 1487.00) leaked!
so how can i find this entity?

my log

** Executing... ** Command: "d:\program files\steam\steamapps\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\counter-strike source\cstrike" "C:\Users\FLOW\Desktop\Climb\ClimbProject10"

Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: d:\program files\steam\steamapps\counter-strike source\cstrike\materials Loading C:\Users\FLOW\Desktop\Climb\ClimbProject10.vmf fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity func_button (-561.00 1393.00 1487.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0, 8192.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0, 7680.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0, 6656.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0, 8192.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, 8192.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0, 5632.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0, 4608.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0, 3584.0, 3519.0) Leaf 0 contents: Leaf 1 contents: CONTENTSSOLID viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 8 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) Creating default cubemaps for env_cubemap using skybox materials: skybox/mpa90*.vmt Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/mpa90rt" Can't load skybox file skybox/mpa90 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 (1) (661462 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no waterlodcontrol entity, creating a default one. Compacting texture/material tables... Reduced 3982 texinfos to 2214 Reduced 82 texdatas to 59 (3387 bytes to 2030) Writing C:\Users\FLOW\Desktop\Climb\ClimbProject10.bsp 15 seconds elapsed

** Executing... ** Command: "d:\program files\steam\steamapps\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\counter-strike source\cstrike" -fast "C:\Users\FLOW\Desktop\Climb\ClimbProject10"

Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\users\flow\desktop\climb\ClimbProject10.bsp reading c:\users\flow\desktop\climb\ClimbProject10.prt LoadPortals: couldn't read c:\users\flow\desktop\climb\ClimbProject10.prt

** Executing... ** Command: "d:\program files\steam\steamapps\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\counter-strike source\cstrike" -noextra "C:\Users\FLOW\Desktop\Climb\ClimbProject10"

Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

Loading c:\users\flow\desktop\climb\ClimbProject10.bsp No vis information, direct lighting only. 17516 faces 69 degenerate faces 8629872 square feet [1242701696.00 square inches] 0 displacements 0 square feet [0.00 square inches] 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (330) Build Patch/Sample Hash Table(s).....Done<0.1907 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 42/1024 2016/49152 ( 4.1%) brushes 1724/8192 20688/98304 (21.0%) brushsides 17086/65536 136688/524288 (26.1%) planes 28040/65536 560800/1310720 (42.8%) vertexes 20453/65536 245436/786432 (31.2%) nodes 13180/65536 421760/2097152 (20.1%) texinfos 2214/12288 159408/884736 (18.0%) texdata 59/2048 1888/65536 ( 2.9%) dispinfos 0/0 0/0 ( 0.0%) dispverts 0/0 0/0 ( 0.0%) disptris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 17516/65536 980896/3670016 (26.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6794/65536 380464/3670016 (10.4%) leaves 13223/65536 423136/2097152 (20.2%) leaffaces 21904/65536 43808/131072 (33.4%) leafbrushes 6530/65536 13060/131072 (10.0%) areas 10/256 80/2048 ( 3.9%) surfedges 105923/512000 423692/2048000 (20.7%) edges 58155/256000 232620/1024000 (22.7%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 613/32768 6130/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10401/65536 20802/131072 (15.9%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 10083340/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 33748/393216 ( 8.6%) LDR leaf ambient 13223/65536 317352/1572864 (20.2%) 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] 1/1248 ( 0.1%) pakfile [variable] 43910/0 ( 0.0%)

Level flags = 0

Win32 Specific Data: physics [variable] 661462/4194304 (15.8%) ==== Total Win32 BSP file data space used: 15213530 bytes ====

Total triangle count: 44167 Writing c:\users\flow\desktop\climb\ClimbProject10.bsp 5 minutes, 42 seconds elapsed

** Executing... ** Command: Copy File ** Parameters: "C:\Users\FLOW\Desktop\Climb\ClimbProject10.bsp" "d:\program files\steam\steamapps\counter-strike source\cstrike\maps\ClimbProject10.bsp"

EDIT: Thanks guys!

but now my log says this! :/ (no leaks)

** Executing... ** Command: "d:\program files\steam\steamapps\\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\\counter-strike source\cstrike" "C:\Users\FLOW\Desktop\CClimb\xc_flow" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: d:\program files\steam\steamapps\\counter-strike source\cstrike\materials Loading C:\Users\FLOW\Desktop\CClimb\xc_flow.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 6 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Users\FLOW\Desktop\CClimb\xc_flow.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/mpa90*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/mpa90rt" Can't load skybox file skybox/mpa90 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 (1) (659796 bytes) 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 3977 texinfos to 2208 Reduced 81 texdatas to 58 (2925 bytes to 1798) Writing C:\Users\FLOW\Desktop\CClimb\xc_flow.bsp 19 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\bico_sw\counter-strike source\cstrike" -fast "C:\Users\FLOW\Desktop\CClimb\xc_flow" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\users\flow\desktop\cclimb\xc_flow.bsp reading c:\users\flow\desktop\cclimb\xc_flow.prt 5025 portalclusters 21684 numportals Leaf 493 (portal 1653) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem. ** Executing... ** Command: "d:\program files\steam\steamapps\\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\\counter-strike source\cstrike" -noextra "C:\Users\FLOW\Desktop\CClimb\xc_flow" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\flow\desktop\cclimb\xc_flow.bsp No vis information, direct lighting only. 16269 faces 47 degenerate faces 5153009 square feet [742033344.00 square inches] 0 displacements 0 square feet [0.00 square inches] 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (308) Build Patch/Sample Hash Table(s).....Done<0.1806 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 42/1024 2016/49152 ( 4.1%) brushes 1718/8192 20616/98304 (21.0%) brushsides 17492/65536 139936/524288 (26.7%) planes 29474/65536 589480/1310720 (45.0%) vertexes 28289/65536 339468/786432 (43.2%) nodes 11647/65536 372704/2097152 (17.8%) texinfos 2208/12288 158976/884736 (18.0%) texdata 58/2048 1856/65536 ( 2.8%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 16269/65536 911064/3670016 (24.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6624/65536 370944/3670016 (10.1%) leaves 11690/65536 374080/2097152 (17.8%) leaffaces 20480/65536 40960/131072 (31.3%) leafbrushes 6492/65536 12984/131072 ( 9.9%) areas 8/256 64/2048 ( 3.1%) surfedges 99805/512000 399220/2048000 (19.5%) edges 54951/256000 219804/1024000 (21.5%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 602/32768 6020/327680 ( 1.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10104/65536 20208/131072 (15.4%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9961740/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 33729/393216 ( 8.6%) LDR leaf ambient 11690/65536 280560/1572864 (17.8%) 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] 1/1238 ( 0.1%) pakfile [variable] 42298/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 659796/4194304 (15.7%) ==== Total Win32 BSP file data space used: 14958869 bytes ==== Total triangle count: 41200 Writing c:\users\flow\desktop\cclimb\xc_flow.bsp 5 minutes, 17 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\FLOW\Desktop\CClimb\xc_flow.bsp" "d:\program files\steam\steamapps\\counter-strike source\cstrike\maps\xc_flow.bsp"

Now i tested my map and i still can't see the water! :(

btw Darksoul6116 i have no Xfire :(

26 posts 1,472 views

Replies

    • P2: Drudge
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    It could be a trigger with it's origin through off some where. ( The origin is that little blue ball in the middle of some entities ).

    inorite
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    Go to Map > Load Pointfile and follow the red line, it should lead to your leak.

    I doubt it's the func_button leaking in itself, but it's actually just the closest entitie to the leak therefore it's considered the one 'Leaking'.

    It's likely a small crack in a wall, that or it actually is the func_button and for whatever reason you have it as an outter wall?

    EDIT Sorry I just read that about the pointfile, that's what it should look like really. The leak should be near the end of the red line. Note how I said near, the pointfile is rather vague at times. :P

    Also, for future reference I'd recommend making all outter walls the nodraw texture and then just Shift+A and retexture the inside of them to your liking.

    If you still can't fix your leak I'd be glad to try to. (Xfire - Darksoul6116)

    Bananite
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    Updated!

    real life! ♥
    • P3: Peasant
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    Leaf 493 (portal 1653) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
    That's your error, I have no idea how to fix it.

    space
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    Sorry I haven't a clue how to fix either, but if you don't mind me asking, how large is this map? You have 43.2% Vertexes and 45% planes. Dat b a lot if it's a small-ish map and it wouldn't surprise me that you're having many problems with it. :P

    Also, I highly suggest making your outter walls nodraw, because this seems to be a fairly large map and the FPS will be dreadful if you don't make it nodraw (That is, if you ever fix this error).

    Sorry for getting slightly off topic, and sorry again, but I don't have a clue how to fix that error. Although I can tell you the obvious. You need to find 'Leaf 493' (portal 1653) and either delete it or modify it. I'm just not entirely sure how you would track Leafs / Portals. Try ALT+P and if there's any problems there fix them.

    Bananite
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    Shit.. nobody knows how to fix it :(

    real life! ♥
    • P3: Peasant
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    Did you try pressing ALT + P and checking for problems?

    Bananite
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    Alt+P

    There is no player start

    i have Player starts for T's

    real life! ♥
    • P3: Peasant
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    Hm, well I suppose that'd be nothing to worry about seeing as that's in nearly every map. :P

    I recommend asking someone here , they have alot more knowledge regarding Hammer / mapping than pretty much anyone else on this site.

    Bananite
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    You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. This error comes up for every map since the HDR update. (you can tell if the tools start nagging about $hdrbasetexture). See below for a fix, though it is not neccesairy. It only affects the default cubemaps (the reflections that are saved to your map before you buildcubemaps your map) and HDR (may be a problem if you use it), as long as there is no problem with the name of the skybox or it's vmt files.

    Try and use this compile checker more often.

    Suspended By The Throat.