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View Full Version : Absurd leaking, no idea why


Koki
07-23-2010, 09:03 AM
i had some odd leaking present in one of my older maps, so i decided to test on a clean map.

I also turned on expert mode (without changing anything), no change.

this started to happen yesterday, maybe after an update of SDK or something

Screenshot (http://img257.imageshack.us/img257/3725/capturelu.png)


-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\alien swarm\b
in"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\alien swarm\bin\
vbsp.exe" -alldetail -game "c:\program files (x86)\steam\steamapps\common\alien
swarm\swarm" "D:\Koki\Documents\Steam\SDK\map.vmf"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Jul 8 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\common\alien swarm\swarm\ma
terials
Loading D:\Koki\Documents\Steam\SDK\map.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****

FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (512.0 0.0 160.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (512.0 1024.0 160.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1024.0 512.0 160.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (-512.0 0.0 160.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (-512.0 1024.0 160.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (-1024.0 512.0 160.0)
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:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 48 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 2
Reduced 2 texdatas to 2 (39 bytes to 39)
Writing D:\Koki\Documents\Steam\SDK\map.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\alien swarm\b
in"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\alien swarm\bin\
vvis.exe" -radius_override 5000 -game "c:\program files (x86)\steam\steamapps\co
mmon\alien swarm\swarm" "D:\Koki\Documents\Steam\SDK\map"
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Valve Software - vvis.exe (Jul 8 2010)
Vis Radius = 5000.00
2 threads
reading d:\koki\documents\steam\sdk\map.bsp
Empty map
Finished. Press a key to close.

Beezy
07-23-2010, 09:06 AM
Hammer updated. You need to turn the outer box of your map into func_brush and name it structure_seal.

Koki
07-23-2010, 09:09 AM
Hammer updated. You need to turn the outer box of your map into func_brush and name it structure_seal.

Thank you very much.

StabbyStabStab
07-23-2010, 09:10 AM
Hammer updated. You need to turn the outer box of your map into func_brush and name it structure_seal.

Thanks. i also had a similar problem

Koki
07-23-2010, 09:13 AM
but this creates yet another problem:

now you have to delete the top wall (ceiling), and possibly the front wall as well.

StabbyStabStab
07-23-2010, 09:19 AM
but this creates yet another problem:

now you have to delete the top wall (ceiling), and possibly the front wall as well.

You need to make the box bigger so it cant be seen by the camera I think.