getting rid of a leak makes it so I can't compile

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Do you have any other entities? or juuuust the light_env?
Is the light_env inside the map?

Error finding method:
1) paste the compile log into www.interlopers.net/errors/
2) read the compile log, it's not that long and errors are usually obvious
3) post the log here if you're still unsure
 

veng

L1: Registered
Jul 22, 2014
46
3
** 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:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.vmf"

Valve Software - vbsp.exe (Jul 7 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_gravity_alpha_08_b4leakssealed/nature/blendrockgroundwallsnow_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 (-3183.29 1912.64 5557.00) leaked!
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...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_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_skylab_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (288245 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1825 texinfos to 1051
Reduced 28 texdatas to 26 (829 bytes to 738)
Writing C:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.bsp
4 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:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed"

Valve Software - vvis.exe (Jul 7 2014)
4 threads
reading c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.bsp
reading c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.prt
LoadPortals: couldn't read c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.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:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed"

Valve Software - vrad.exe SSE (Jul 7 2014)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.55 seconds)
9191 faces
9758235 square feet [1405185792.00 square inches]
132 Displacements
817577 Square Feet [117731192.00 Square Inches]
sun extent from map=0.000000
159 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
Build Patch/Sample Hash Table(s).....Done<0.0920 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 38/1024 1824/49152 ( 3.7%)
brushes 793/8192 9516/98304 ( 9.7%)
brushsides 4800/65536 38400/524288 ( 7.3%)
planes 2062/65536 41240/1310720 ( 3.1%)
vertexes 11351/65536 136212/786432 (17.3%)
nodes 4982/65536 159424/2097152 ( 7.6%)
texinfos 1051/12288 75672/884736 ( 8.6%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 132/0 23232/0 ( 0.0%)
disp_verts 9684/0 193680/0 ( 0.0%)
disp_tris 15168/0 30336/0 ( 0.0%)
disp_lmsamples 1172592/0 1172592/0 ( 0.0%)
faces 9191/65536 514696/3670016 (14.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3656/65536 204736/3670016 ( 5.6%)
leaves 5021/65536 160672/2097152 ( 7.7%)
leaffaces 11135/65536 22270/131072 (17.0%)
leafbrushes 1912/65536 3824/131072 ( 2.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 56260/512000 225040/2048000 (11.0%)
edges 30207/256000 120828/1024000 (11.8%)
LDR worldlights 159/8192 13992/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 714/32768 7140/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9759/65536 19518/131072 (14.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 22464208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 69193/393216 (17.6%)
LDR ambient table 5021/65536 20084/262144 ( 7.7%)
HDR ambient table 5021/65536 20084/262144 ( 7.7%)
LDR leaf ambient 27010/65536 756280/1835008 (41.2%)
HDR leaf ambient 5021/65536 140588/1835008 ( 7.7%)
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] 1/5424 ( 0.0%)
pakfile [variable] 164731/0 ( 0.0%)
physics [variable] 288245/4194304 ( 6.9%)
physics terrain [variable] 20620/1048576 ( 2.0%)

Level flags = 0

Total triangle count: 23272
Writing c:\hammerautosave\koth_gravity_alpha_08_b4leakssealed.bsp
43 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\koth_gravity_alpha_08_b4leakssealed.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_gravity_alpha_08_b4leakssealed.bsp"

The website showed the leek nodraw on terrain surface and found a displacement edge abutting multiple other edges. But i've had this error even before I started adding nodraw and doing displacements. I've just been ignoring it. there are other leeked entities I can/have deleted but afterwards I still compile fine. I have two light_environments. one inside the skybox and one outside. the outside one doesn't want to be deleted I suppose.

Thanks for the fast reply mate
 

veng

L1: Registered
Jul 22, 2014
46
3
I delete the entity thats outside and I can't compile. Would love to plug the leek but its really adamant to stay.
 

veng

L1: Registered
Jul 22, 2014
46
3
I selected my level. saved as a prefab and remade my map in a different file. and I still have the problem. No leeks. but i'm stuck on the VIS compile. If I leave the stupid light_environment outside the skybox all is fine.

here is the compile log i've salvaged from attempting to compile

** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.vmf"

Valve Software - vbsp.exe (Jul 7 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/test/nature/blendrockgroundwallsnow_wvt_patch
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 (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.prt...Building visibility clusters...
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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (287455 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1803 texinfos to 1033
Reduced 28 texdatas to 26 (767 bytes to 707)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.bsp
3 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test"

Valve Software - vvis.exe (Jul 7 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\prefabs\test.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\prefabs\test.prt
2861 portalclusters
9835 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test"

Valve Software - vrad.exe SSE (Jul 7 2014)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\prefabs\test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.56 seconds)
8957 faces
7556394 square feet [1088120832.00 square inches]
132 Displacements
817577 Square Feet [117731192.00 Square Inches]
157 direct lights
BuildFacelights: 0...1...2...3...4.
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\Prefabs\test.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\test.bsp"


here is the map without the light_env
http://www.2shared.com/file/OKEhGiAh/koth_gravity_alpha_08_leakssea.html
 
Last edited:

veng

L1: Registered
Jul 22, 2014
46
3
Turn off all of your displacements and see if that helps any.

no dice

I also tried remaking the skybox from scratch. this time not using the hollow tool. still :(
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well you got me interested so I had a look at the map and sweet bajeezus that light env is way outside the map (also there's a healthpack out there too)

First up: why is it all the way out there? it should be well within your map
Next: The big box skybox method is bad and terrible and please please don't do it: http://www.optimization.interlopers.net/index.php?chapter=notices
Third: you should only make the faces of a brush that you actually want into displacements, not the whole brush. Do this by opening the 'face edit sheet' window before making any selection (shift+a) Never use nodraw on a displacement.
Fourth: func_detail, you've got crazy geometry in a massive box, it's sad days for vvis: http://www.optimization.interlopers.net/index.php?chapter=func_detail
Fifth: Your big skybox brushes are 1.5/1.1/2.2... units thick. TURN ON THE GRID AND USE IT. Use as large a grid as you can get away with. only drop below 16 when you absolutely know you want to. (make sure grid snapping is on too, shift+w toggles it)

Apply all of these things, then report back.
 

henke37

aa
Sep 23, 2011
2,075
515
That looks like vvis crashed. That's not normal.

Anyway, you should fix those displacements,that's just wrong.
 

veng

L1: Registered
Jul 22, 2014
46
3
Alright i'll go do some house cleaning and report back. Earlier in the map's life cycle it wasn't symmetric and wasn't centered on 0,0 so I selected half of the map; deleted the other half and redid it. in that mess I moved the level around a lot and that health kit was left behind.

edit: redoing my spybox gives me engine hunk overflow error. It seems my map likes to embrace imperfections.
edit2!: fixed that issue. I only made the insides a skybox and the outside was a texture. made the entire skybox a skybox.
 
Last edited:
Sep 7, 2012
638
500
I have identified a few problems that should be able to help you with your map.

When entities leak, VVIS does a fast compile, regardless of what you actually selected. Or it doesn't compile at all, I'm not entirely sure. Regardless, it does not do what it was meant to do, which is to compute visibility sectors throughout your map. Instead, some quick computing is done and everything is stuffed into one "visleaf", which means that everything in your map is rendering, all the time. You are probably able to run the map when you leave your light_environment above the map, and everything is black and blotchy with poor lighting.

^^This is just disguising your actual problem, which is:

I can't tell how many brushes are in your map because I can't complete a full compile, but parsing the vmf tells me that brush ids go up to at least 25,000. Assuming you deleted 80 % of the brushes you built along the way, that still puts you at 5,000 unique brushes to bring into computation at VVIS time. And not a single one of them is func_detailed, so EVERY SINGLE BRUSH must be worked around. This is why it is taking forever for your map to compile when you delete that light_environment outside your map.

To solve this, go through your map and func_detail every small brush. If you're unsure, a good thought to keep in your head is what the brushes represent. Is it a wall? Is it a floor? Is it a ceiling? If not, it should be func_detailed. For example, stairs and window/door trim should all be func_detailed, and really small buildings with lots of windows probably could be too.


This is a very poor explanation of your problem but you can add me on steam and I will try to explain it a bit better, or just post here and I'm sure everyone would be willing to say it a bit better than I can.
 

veng

L1: Registered
Jul 22, 2014
46
3
I have identified a few problems that should be able to help you with your map.

When entities leak, VVIS does a fast compile, regardless of what you actually selected. Or it doesn't compile at all, I'm not entirely sure. Regardless, it does not do what it was meant to do, which is to compute visibility sectors throughout your map. Instead, some quick computing is done and everything is stuffed into one "visleaf", which means that everything in your map is rendering, all the time. You are probably able to run the map when you leave your light_environment above the map, and everything is black and blotchy with poor lighting.

^^This is just disguising your actual problem, which is:

I can't tell how many brushes are in your map because I can't complete a full compile, but parsing the vmf tells me that brush ids go up to at least 25,000. Assuming you deleted 80 % of the brushes you built along the way, that still puts you at 5,000 unique brushes to bring into computation at VVIS time. And not a single one of them is func_detailed, so EVERY SINGLE BRUSH must be worked around. This is why it is taking forever for your map to compile when you delete that light_environment outside your map.

To solve this, go through your map and func_detail every small brush. If you're unsure, a good thought to keep in your head is what the brushes represent. Is it a wall? Is it a floor? Is it a ceiling? If not, it should be func_detailed. For example, stairs and window/door trim should all be func_detailed, and really small buildings with lots of windows probably could be too.


This is a very poor explanation of your problem but you can add me on steam and I will try to explain it a bit better, or just post here and I'm sure everyone would be willing to say it a bit better than I can.


No i understand. Thanks for the help; i suspected that it was something along those lines. I'll just keep trudging along and clean up my map.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
No wonder really.

These stairs are not even func_detailed. There must be hundreds of individual steps, all of which are included in the vis generation.

84504f2641.jpg
 

henke37

aa
Sep 23, 2011
2,075
515
A basic rule is: if it doesn't meaningfully contribute to occlusion, then func_detail it.
 

wareya

L420: High Member
Jun 17, 2012
493
191
You could argue that the stairs do, but they don't, really, and if they did you should make a separate single flat brush under each flight to block vis anyway.
 

veng

L1: Registered
Jul 22, 2014
46
3
ok; went around and func_detailed everything and I got my map to compile fine w/o the leak. took forever though.
 

henke37

aa
Sep 23, 2011
2,075
515
Vvis should take almost no time if you did the layout well.

It is vrad that is the expensive step.