Strange Leak Created 17 years ago2007-03-25 12:35:38 UTC by TheTikiTony TheTikiTony

Created 17 years ago2007-03-25 12:35:38 UTC by TheTikiTony TheTikiTony

Posted 17 years ago2007-03-25 12:35:38 UTC Post #217029
This is the leak if you don't wish to search through the compile.
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity prop_physics (-253.87 -476.19 -59.72) leaked!

I've tried moving the prop (a signpole) into the middle of the map, i've tried making it static, and i've tried deleting it. Only deleting it removes this error, and then it moves on to another ridiculous prop that's "leaking." Any ideas?

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.vmf
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/cs_shoothouse/tile/tilefloor013a_c17_311_-134_0!!!
Multiple references for cubemap on texture maps/cs_shoothouse/tile/tilefloor013a_c17_311_-134_0!!!
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity prop_physics (-253.87 -476.19 -59.72) 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...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (1) (152884 bytes)

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" -fast "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp
reading c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.prt
LoadPortals: couldn't read c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.prt

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" -noextra "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[46 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp
No vis information, direct lighting only.
2569 faces
483620 square feet [69641328.00 square inches]
142 displacements
49533 square feet [7132779.00 square inches]
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
Build Patch/Sample Hash Table(s).....Done<0.0289 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 3/1024 144/49152 ( 0.3%)
brushes 330/8192 3960/98304 ( 4.0%)
brushsides 2174/65536 17392/524288 ( 3.3%)
planes 1170/65536 23400/1310720 ( 1.8%)
vertexes 4038/65536 48456/786432 ( 6.2%)
nodes 1795/65536 57440/2097152 ( 2.7%)
texinfos 393/12288 28296/884736 ( 3.2%)
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 142/0 24992/0 ( 0.0%)
disp_verts 11502/0 230040/0 ( 0.0%)
disp_tris 18176/0 36352/0 ( 0.0%)
disp_lmsamples 128344/0 128344/0 ( 0.0%)
faces 2569/65536 143864/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1077/65536 60312/3670016 ( 1.6%)
leaves 1799/65536 57568/2097152 ( 2.7%)
leaffaces 3012/65536 6024/131072 ( 4.6%)
leafbrushes 867/65536 1734/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16125/512000 64500/2048000 ( 3.1%)
edges 9246/256000 36984/1024000 ( 3.6%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 241/32768 2410/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3495/65536 6990/131072 ( 5.3%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1437460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 46310/393216 (11.8%)
LDR leaf ambient 1799/65536 43176/1572864 ( 2.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/5826 ( 0.0%)
pakfile [variable] 166147/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 118295/4194304 ( 2.8%)

Total Win32 BSP file data space used: 2795904 bytes

Total triangle count: 6678
Writing c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp" "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrikemapscs_shoothouse.bsp"
Posted 17 years ago2007-03-25 12:39:23 UTC Post #217030
that just tells you the entity nearest the leak.

Remember:

displacements DONT block the void. They create leaks if they arent covered.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-03-25 12:48:32 UTC Post #217031
nice to know, I'll try covering my displacements

What about these contents_solid errors?

Edit: Ok, I fixed the leak by sealing my displacements and the content_solid errors disappeared, thanks.
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