Leak... but i'm not seeing any gaps?
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Leak... but i'm not seeing any gaps?

#  Jul 14, 2008 at 8:20 AM
Join Date:
Mar 22, 2008
Post Count:
234
 
Specialty: Scout
Steam ID: FlyingPenguin710
Clan: {TF2F} Community Clan
 
So i've compiled my map, and I see a leak from the light_environment. I load the pointfile, follow the line, and it just goes THROUGH my floor brush, and then sharply bends into the abyss and randomly stops. I've looked closely and don't see any leak (there at least) and it's repeatedly giving me the error... Some help? here, i'll put my compile log here, i only ran the bsp and not vis or rad.
--------------------------------------

** Executing...
** Command: "c:\program files\steam\steamapps\flyingpenguin710\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\flyingpenguin710\team fortress 2\tf" "C:\Program Files\Steam\steamapps\flyingpenguin710\sourcesdk_content\tf\mapsrc\ctf_football_a1"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\flyingpenguin710\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\flyingpenguin710\sourcesdk_content\tf\mapsrc\ctf_football_a1.vmf
Patching WVT material: maps/ctf_football_a1/dev/dev_blendmeasure_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 light_environment (905.00 128.00 388.00) leaked! (so i see this and check the leak... and i get the odd line.)
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 (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
Overlay touching too many faces (touching 116, max 64) <---------- WHAT IS THIS?
Overlay logo/tf2_logo at 900.0 331.0 64.0

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\flyingpenguin710\sourcesdk_content\tf\mapsrc\ctf_football_a1.bsp" "c:\program files\steam\steamapps\flyingpenguin710\team fortress 2\tf\maps\ctf_football_a1.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."
#  Jul 14, 2008 at 8:42 AM
Join Date:
Dec 29, 2007
Post Count:
107
 
fishy 81630
Loading...
Specialty: Pyro
 

Entity light_environment (905.00 128.00 388.00) leaked! (so i see this and check the leak... and i get the odd line.)

I don't know if the pointfile will have been written, as bsp crashes before it's finished, but if it has, then you need to follow it from the light_env to where ever it exits your level and enters the void. Remember that func stuff or other entities dont seal your level. Neither do displacement faces


Overlay touching too many faces (touching 116, max 64) <---------- WHAT IS THIS?

That's where you have an info_overlay touching too many brush faces, and what causes bsp to crash out. It's more important to fix this than the leak. (at least you can still load the level with a leak in it)

#  Jul 14, 2008 at 6:38 PM
Join Date:
Mar 22, 2008
Post Count:
234
 
Specialty: Scout
Steam ID: FlyingPenguin710
Clan: {TF2F} Community Clan
 
Quote:
Originally Posted by fishy

I don't know if the pointfile will have been written, as bsp crashes before it's finished, but if it has, then you need to follow it from the light_env to where ever it exits your level and enters the void. Remember that func stuff or other entities dont seal your level. Neither do displacement faces

every time i use the pointfile, it seems to just go through a few brushes and out. Here, i'll post a screenshot.


--------

That's where you have an info_overlay touching too many brush faces, and what causes bsp to crash out. It's more important to fix this than the leak. (at least you can still load the level with a leak in it)

ok... so how do I fix this? "touching too many faces".... meaning what? It's just a TF2 logo on the floor brush. what would the problem be?

#  Jul 15, 2008 at 12:08 PM
Join Date:
Dec 29, 2007
Post Count:
107
 
fishy 81630
Loading...
Specialty: Pyro
 
It's hard to say what would be causing the leak just from the screenshot, but I have an idea of what might be happening. When bsp.exe does it's stuff (compiling), it discards any part of a worldbrush (not a func_something) when it touches another worldbrush. So if you have any small brush/brush ends touching a larger brush, the larger brush gets chopped up by bsp so that the small part getting touched can be it's own face. This can leave the rest of the big brush in a bit of a mess, especially if the smaller brush had faces that didn't line up on the grid, like the end of a cylinder maybe. Sometimes it can be such a mess that micro leaks are caused. It could also be the reason that there are so many faces where you say there is only one brush.

Enter mat_wireframe 1 in the console to see if you floor has been chopped up, and if it has, turn the brushes that are causing it into a func_brush or func_detail.

Also, the screenshot shows that you are using a grid size of 1 unit. Most of the time this is much too fine a setting, and will cause extra mapping hours with all the zooming in and out to make sure there are no overlaps, or sloppy brushplacement. The [ key reduces the grid size, and the ] key increases it. Your best sticking to at least 16, and going smaller only when you really need to.

[edit] As the overlay problem is currently crashing the compile, you would probably need to remove it before you can try the wireframe thing in-game. I didn't think of that when I first posted.

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