Compile and leaks and errors!!!

Lazy_Moron

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This is starting to piss me off to no end now. I been compiling my map and ive been getting all these leaks and errors. When I go look at the map i cant see what they are talking about. Maybe one of you can make sense out of this compile log:

materialPath: c:\program files\valve\steam\steamapps\mabrito\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Mabrito\My Documents\My Map\de_school.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_GRAINY_1, using default
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light (2218.00 777.00 114.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0, 6656.0, 336.0)
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, 7168.0, 336.0)
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 (6656.0, 7168.0, 336.0)
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, 5632.0, 336.0)
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, 4608.0, 336.0)
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, 4608.0, -3.5)
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 (6144.0, 4608.0, -16.5)
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 (6144.0, 4608.0, 20.5)
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...
Merged 60 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (136205 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (136205 bytes)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (3584.68, 2050.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (3072.68, 2050.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (2561.68, 2050.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (2048.68, 2050.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (1538.68, 2050.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (1023.68, 2050.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (5121.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (4097.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (3584.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (3072.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (2561.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (2048.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (1538.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (1023.68, 3834.18, 122.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (4406.24, 3172.29, 120.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (4406.24, 3459.68, 120.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (4406.24, 3286.68, 120.72)
Static prop models/props/cs_office/Light_ceiling.mdl outside the map (4406.24, 3631.68, 120.72)
Static prop models/props/cs_office/Bookshelf3.mdl outside the map (4576.00, 3132.00, 0.00)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing C:\Documents and Settings\Mabrito\My Documents\My Map\de_school.bsp
7 seconds elapsed



2 threads
reading c:\documents and settings\mabrito\my documents\my map\de_school.bsp
reading c:\documents and settings\mabrito\my documents\my map\de_school.prt
LoadPortals: couldn't read c:\documents and settings\mabrito\my documents\my map\de_school.prt



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\documents and settings\mabrito\my documents\my map\de_school.bsp
No vis information, direct lighting only.
2973 faces
1898597 square feet [273397984.00 square inches]
0 displacements
0 square feet [0.00 square inches]
38 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.1726 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
0 of 0 (0% 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 2/1024 96/49152 ( 0.2%)
brushes 398/8192 4776/98304 ( 4.9%)
brushsides 2434/65536 19472/524288 ( 3.7%)
planes 892/65536 17840/1310720 ( 1.4%)
vertexes 4423/65536 53076/786432 ( 6.7%)
nodes 1010/65536 32320/2097152 ( 1.5%)
texinfos 772/12288 55584/884736 ( 6.3%)
texdata 52/2048 1664/65536 ( 2.5%)
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 2973/65536 166488/3670016 ( 4.5%)
origfaces 1355/65536 75880/3670016 ( 2.1%)
leaves 1013/65536 56728/3670016 ( 1.5%)
leaffaces 4948/65536 9896/131072 ( 7.6%)
leafbrushes 1379/65536 2758/131072 ( 2.1%)
surfedges 20696/512000 82784/2048000 ( 4.0%)
edges 12407/256000 49628/1024000 ( 4.8%)
worldlights 38/8192 3344/720896 ( 0.5%)
waterstrips 559/32768 5590/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10875/65536 21750/131072 (16.6%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 4077144/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 18263/393216 ( 4.6%)
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] 1/3076 ( 0.0%)
pakfile [variable] 55602/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 136205/4194304 ( 3.2%)
==== Total Win32 BSP file data space used: 4946954 bytes ====

Linux Specific Data:
physicssurface [variable] 136205/6291456 ( 2.2%)
==== Total Linux BSP file data space used: 4946954 bytes ====

Total triangle count: 9352
Writing c:\documents and settings\mabrito\my documents\my map\de_school.bsp
5 minutes, 46 seconds elapsed

Does anyone know what this mean. I made most of my brushes func_detail, including the skybox, for faster compile times and optimazation of the whole map. This map is not even close to be done yet, I just want to solve this problem.

Here is a pic of one of the claim leaks, which I cannot make sense of:

untitled.jpg


Sry about the smallness of the pic!!!

Does anyone know what is wrong and can fix all these errors!!!!

All those errors for my light model for the ceiling are not outside the map either!!!
 
I would read through it but for the obvious reason and once I'd finished reading through it I probably couldn't help anyway sooo you're on your own pal!
 
Does anyone know what this mean. I made most of my brushes func_detail, including the skybox, for faster compile times and optimazation of the whole map. This map is not even close to be done yet, I just want to solve this problem.

1) Entities and displacements will not block leaks.

2) Don't use a skybox. Make a sky the real way.

3) If you're going to make a HUGE image with a small relevant portion, trim the image to the relevant part.
 
**edit** I didn't see your comments at the bottom of your post.... :/

func_detail objects cannot seal your map. Any func_detail object you have that is trying to seal your map must be "brought to world".

If you happen to have leak problems not due to func_detail brushes then my solution would help!

1st thing you need to do is follow each red line in the 3D view and seal all the leaks in your map. The point file will show exactly where each leak is.
Where ever the red line touches two brushes there is usually a small gap that you normally wouldn't see. This happened to me until every leak is sealed.

The quick way to seal a map.
With your map loaded into hammer, follow these steps:

1. Make sure your "Windows Task Manager" is open so you can see the processes running on your computer.

2. Open the "Point File" and correct the leak it points to. (Pointfile will only show 1 leak per compile)

3. Start the full compile. If it skips VVIS again (You still have leaks) locate "vrad" in the Task Manager's "Processes" tab, right-click and "end process".

4. Goto to step 2 and reapeat until "vvis" runs.

Killing the vrad process saves SOooo much time. Trust me, this will work and save many hours.

Good luck and let me know if this helps you.
 
You could always just tell Hammer not to run the RAD process instead of it.
 
just dont have everything as a func_detail - should only be used for complex geometry...The outer walls (inc. skybox) must be world brushes and completely joined
 
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