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CyanBoterham

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So i got a leak originating from nowhere to nowhere. Where do i even start when i want to fix this?

https://www.dropbox.com/s/9oypeu1flclfcnc/weirdleak.png?dl=1


CyanBoterham

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** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Martijn Dekker\Desktop\Mapstf2\jump_t56\jump_alpha_hard.vmf"

Valve Software - vbsp.exe (Mar  2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Martijn Dekker\Desktop\Mapstf2\jump_t56\jump_alpha_hard.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jump_alpha_hard/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_illusionary (-3264.00 -11904.00 -9272.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0 5128.0 -3536.0)
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 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 (14336.0 5128.0 1472.0)
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 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 (14336.0 5128.0 3472.0)
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 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 (14336.0 5640.0 -1536.0)
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 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 (15360.0 5632.0 -1536.0)
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 (14848.0 6144.0 -1536.0)
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 (14336.0 4608.0 -5136.0)
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 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 (14336.0 4608.0 -3664.0)
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 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 1502 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! 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 (4) (2217440 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 4733 texinfos to 2100
Reduced 33 texdatas to 24 (973 bytes to 628)
Writing C:\Users\Martijn Dekker\Desktop\Mapstf2\jump_t56\jump_alpha_hard.bsp
Wrote ZIP buffer, estimated size 214544, actual size 213258
7 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Martijn Dekker\Desktop\Mapstf2\jump_t56\jump_alpha_hard"

Valve Software - vvis.exe (Mar  2 2016)
8 threads
reading c:\users\martijn dekker\desktop\mapstf2\jump_t56\jump_alpha_hard.bsp
reading c:\users\martijn dekker\desktop\mapstf2\jump_t56\jump_alpha_hard.prt
LoadPortals: couldn't read c:\users\martijn dekker\desktop\mapstf2\jump_t56\jump_alpha_hard.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Martijn Dekker\Desktop\Mapstf2\jump_t56\jump_alpha_hard"

Valve Software - vrad.exe SSE (Mar  2 2016)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\martijn dekker\desktop\mapstf2\jump_t56\jump_alpha_hard.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.49 seconds)
16710 faces
4 degenerate faces
27348348 square feet [3938162176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1933 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (553)
Build Patch/Sample Hash Table(s).....Done<0.2542 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
141 of 1933 (7% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (327)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 234/1024        11232/49152    (22.9%)
brushes               5903/8192        70836/98304    (72.1%)
brushsides           53689/65536      429512/524288   (81.9%) VERY FULL!
planes               20306/65536      406120/1310720  (31.0%)
vertexes             33372/65536      400464/786432   (50.9%)
nodes                18848/65536      603136/2097152  (28.8%)
texinfos              2100/12288      151200/884736   (17.1%)
texdata                 24/2048          768/65536    ( 1.2%)
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                16710/65536      935760/3670016  (25.5%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            10018/65536      561008/3670016  (15.3%)
leaves               19083/65536      610656/2097152  (29.1%)
leaffaces            21195/65536       42390/131072   (32.3%)
leafbrushes          12241/65536       24482/131072   (18.7%)
areas                   17/256           136/2048     ( 6.6%)
surfedges           118831/512000     475324/2048000  (23.2%)
edges                69668/256000     278672/1024000  (27.2%)
LDR worldlights       1933/8192       170104/720896   (23.6%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            3/32768          36/393216   ( 0.0%)
waterstrips            906/32768        9060/327680   ( 2.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         14826/65536       29652/131072   (22.6%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     8553272/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       79483/393216   (20.2%)
LDR ambient table    19083/65536       76332/262144   (29.1%)
HDR ambient table    19083/65536       76332/262144   (29.1%)
LDR leaf ambient     94603/65536     2648884/1835008  (144.4%) VERY FULL!
HDR leaf ambient     19083/65536      534324/1835008  (29.1%)
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]           1/216      ( 0.5%)
pakfile               [variable]      213258/0        ( 0.0%)
physics               [variable]     2217440/4194304  (52.9%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 44198
Writing c:\users\martijn dekker\desktop\mapstf2\jump_t56\jump_alpha_hard.bsp
14 minutes, 48 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Martijn Dekker\Desktop\Mapstf2\jump_t56\jump_alpha_hard.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_alpha_hard.bsp"


CyanBoterham

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**** leaked ****
Entity func_illusionary (-3264.00 -11904.00 -9272.00) leaked!

But this brings me to the place where i got nothing made? I'm really confused


Dystopia

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Try selecting your entire map and centering origins. It helped me fix my billion random leaks cuz of origins being in the void


plep

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Try selecting your entire map and centering origins. It helped me fix my billion random leaks cuz of origins being in the void

I know how to do it manually but is there a button to center origins automatically?


CyanBoterham

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There's a button in the tools. But it sadly didnt fix my leak


Dystopia

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Try selecting your entire map and centering origins. It helped me fix my billion random leaks cuz of origins being in the void

I know how to do it manually but is there a button to center origins automatically?
Theres a button to select your entire map somewhere in the top bar and a button to center origins when you right-click any selected area. I have no idea how to make it auto center origins if thats what you're asking

**** leaked ****
Entity func_illusionary (-3264.00 -11904.00 -9272.00) leaked!

But this brings me to the place where i got nothing made? I'm really confused
Idk did you accidentally make a hugeass func_illusionary that you just cant see without zooming out the entire grid?


pants

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Sounds like its either some entity with its origin hididing off in the void being spastic, or one of the walls has decided its having an identity crisis. I've had this happen before where I was leaking out of 1 specific wall, didn't get fixed till I deleted it and remade a new brush.

I'd hazard cycling through all your func_illusionaries (one of their origins might have just moved halfway over the map cause hammer is stupid) and checking all their origins, if its still stuffed after that its some problem with the geometry letting a leak out somewhere, which could be due to a func_brush/illusionary poking out somewhere, or a wall having a fit.


Torii

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If you select multiple brushes together and group them all under one brush entity, Hammer will take the entire cube/cuboid volume covered by those brushes and create an origin at the center, representing all the brushes under one group. Either cover the origin with a world brush or move the origin into the map space.

To find these, it's easier to compile without vvis and vrad, open your pointfile and find the origins at the red line using Edit > Select All.


879m

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Have you tried alt+p in hammer to check for errors? Sometimes when you make a brush hammer will make it huge for no reason. Also, if it's something else that hammer can pick up it can select the brush for you so you can remove it easily.


CyanBoterham

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Somehow i got it fixed, but im not sure how. Probably after trying to center origins a billion times


pants

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Be sure to make an offering to the whimsical hammer gods.


Torii

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Somehow i got it fixed, but im not sure how. Probably after trying to center origins a billion times

You don't have to center the origins, as long as they cannot reach/are not in the void your map won't leak

Be sure to make an offering to the whimsical hammer gods.

After you use it for awhile, you kind of know what's the cause of most problems. By then the biggest problem you'll likely have building an average map would be just hammer crashing every so often