Map @ Full Bright. No leaks. Help?

Faulk_Wulf

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My map runs at full bright.

Two things: There is no yellow or red warnings in the compiling dialog. (I use a batch file to compile, so I can't copy and paste the readout...) Second, as of yesterday, the map did not run at full bright, it lit properly, and ran fine.

I don't think there are any leaks because my water displays fine. Usually when I have a leak from some bizarre accident (placing a prop outside of the map because of copying and pasting) the water doesn't work right.

Things added that have been added since last working compile:
Prop_Physics - Couch - Motion Disabled.
Prop_Physics - Cabinent - Motion Disabled.
Prop_Physics - TV - Motion Disabled.
Prop_Physics - Lamp - Motion Disabled.
Brush - Tools/Black - Inside TV.
Func_Brush - "TV" - dev_tvmonitor - In front of black brush.
Camera - "Camera1" - Currently just haning in sky for testing.
Camera_Link - "Camera_Link" - Near the TV.

Any help would be great. Coincidently, I had the camera near the ground at first, to show this Civ that squirms after being beaten by a cop... It said the camera was being leaked. I moved it up a few units, and it didn't say that.

As always- Hammer tells me my map has no errors, and i don't have a point file to load to look for leaks, and incidently, even if I did, I wouldn't know how to use it.

Thanks for your time.

--The kid with a million Q's.
 
Logging is enabled by default - check your batch file to see if it's off.
 
Um... Did it run? I'm skimming... It looks like it did...
[edit] It looks like it ran... Also, everything should run fine because its the same set-up I use to compile every map I do, and as stated, this map didn't run on full bright until this morning...
---------------------------------------------------------------

1 file(s) copied.
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\
materials
Loading C:\Program Files\Valve\Steam\SteamApps\faulk_wulf\half-life 2\hl2\maps\k
h_04.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\faulk_wulf\half-life 2\hl2\maps\k
h_04.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (16611 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (16611 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\faulk_wulf\half-life 2\hl2\maps\k
h_04.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\maps\k
h_04.bsp
reading c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\maps\k
h_04.prt
98 portalclusters
252 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 6194
Average clusters visible: 63
Building PAS...
Average clusters audible: 94
visdatasize:3378 compressed from 3136
writing c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\maps\k
h_04.bsp
1 second elapsed
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\maps\k
h_04.bsp
526 faces
376370 square feet [54197284.00 square inches]
0 displacements
0 square feet [0.00 square inches]
526 patches before subdivision
23110 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 626017, max 137
transfer lists: 4.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3439, 5169, 6510)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(920, 1037, 855)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(303, 271, 134)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(89, 73, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(29, 22, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0474 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 5/1024 240/49152 ( 0.5%)
brushes 40/8192 480/98304 ( 0.5%)
brushsides 270/65536 2160/524288 ( 0.4%)
planes 284/65536 5680/1310720 ( 0.4%)
vertexes 797/65536 9564/786432 ( 1.2%)
nodes 268/65536 8576/2097152 ( 0.4%)
texinfos 120/12288 8640/884736 ( 1.0%)
texdata 20/2048 640/65536 ( 1.0%)
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 526/65536 29456/3670016 ( 0.8%)
origfaces 119/65536 6664/3670016 ( 0.2%)
leaves 274/65536 15344/3670016 ( 0.4%)
leaffaces 578/65536 1156/131072 ( 0.9%)
leafbrushes 183/65536 366/131072 ( 0.3%)
surfedges 2840/512000 11360/2048000 ( 0.6%)
edges 1517/256000 6068/1024000 ( 0.6%)
worldlights 6/8192 528/720896 ( 0.1%)
waterstrips 23/32768 230/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 306/65536 612/131072 ( 0.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 935896/0 ( 0.0%)
visdata [variable] 3378/16777216 ( 0.0%)
entdata [variable] 14920/393216 ( 3.8%)
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] 1/1806 ( 0.1%)
pakfile [variable] 20910/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 16611/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 1099497 bytes ====

Linux Specific Data:
physicssurface [variable] 16611/6291456 ( 0.3%)
==== Total Linux BSP file data space used: 1099497 bytes ====

Total triangle count: 1284
Writing c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\maps\k
h_04.bsp
50 seconds elapsed
Press any key to continue . . .
 
delete and rebuild your skybox around your geometry and replace your light_environment, make the base of the skybox nodraw, then create your sky_camera in the middle of the geometry, and copy the camera and skybox geometry,

scale the copy in all dimensions down to .0625 and delete the orgional sky_camera entity, create a new box around your new 3D skybox,

delete the copied geometry, not the sky_camera, and make your new box skybox textured, and hollow with a wall width of about 2, This always works for me if anything doesnt work right initially.
 
As a general rule you should try to build as much as possible of your 3D skybox around your actual map before moving it. You can build all brushes and align the textures prefectly, when you scale down the textures are also scaled down (Which is really neat).

Just keep in mind that any models and displacementmaps can't be scaled down and must be built scaled down.
 
I don't have a 3D sky box, I just have the top of my map painted in Sky texture. (tools/sky)

[edit] Fixed the lighting. (deleted a prop) Now it spazzes about this:

**** leaked ****
Entity prop_static (1776.75 22.00 -101.07) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1347.0, -421.0, -190.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 77:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1337.2, -411.2, -203.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 10794:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1316.0, -390.0, -206.6)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 10794:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1346.6, -420.6, -191.8)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 77:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1338.0, -412.0, -201.9)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 10794:

...

reading c:\program files\valve\steam\steamapps\faulk_wulf\half-life 2\hl2\maps\k
h_04.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\faulk_wulf\hal
f-life 2\hl2\maps\kh_04.prt

...


----

It's a trailer, in the ground. (By ground I mean a brush sitting 20 or so units from the bottom of the hollow box.) There is NO way this can be leaking for one. And secondly this was one of the first items in my map and it never gave me problems before!
 
Did you load the pointfile even?

If it says you got a problem somewhere, you do.
 
I tried, but I don't have a pointfile to load. I'm going to assume its a simple and basic thing to generate. Next time I load up Hammer, I'll see if I can't find how to make a pointfile on my own. I post again tomorrow night (Sunday)
 
I don't think you know what a pointfile is. Anyway, you DO have a pointfile, go to Map - Load pointfile, select yes in the questionbox that comes up.
 
Pointfiles are your friends. better learn how to use em now. When you load it it'll draw a red line that starts at the first entity that leaks out of the inside world and worms its way out through the leak. Just follow the line from the origin entity until you see the leak!

It might be a texture that creates the leak too. Making a brush that bounds your map covered with a texture that has any kind of transparency on it will create a leak. Look out for that.
 
Okay. I'll keep that in mind. As for now, the problem has been solved:

The lighting reverted a long time back when I deleted a prop of a cabinent.

The leak was fixed when I followed the quardanants to the semi, deleted it, replaced it, and ran the map.

There is no more leak, though everything is exactly as it was before...

So go figure. I think you for all your time, help, and patience.
 
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