Source SDK *leak* problem

10/03/2013 04:00 roflxd:-)#1
Moin,
seit längerer Zeit habe ich das Problem das die Map immer leaked, nun hab ich die leaks usw. überprüft, diese sind jedoch innerhalb der Map und können nicht der leak grund sein, warscheinlich habe ich einen microleak oder eine andere art von leak und ich habe keine ahnung wie ich so etwas finde, desweiteren habe ich noch das problem mit der Skybox:
Code:
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/assault*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/assault*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Jedoch habe ich bereits jede cs und de map gestartet und den Befehl: "buildcubemaps" in die console eingegeben dennoch kommt diese nachricht und ich habe langsam echt keine Ahnung mehr wie ich das fixen kann. Das mit dem leak ist natürlich mein Hauptproblem
Der Compile Log:

Code:
** Executing...
** Command: "C:\Programme\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Programme\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Dokumente und Einstellungen\*****\Eigene Dateien\Downloads\css *********\ITALIA\solll\******.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
2 threads
materialPath: C:\Programme\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Dokumente und Einstellungen\*****\Eigene Dateien\Downloads\css *****\ITALIA\solll\*****.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in c:\programme\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (2167.72 53.58 104.25) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 4096.0 132.5)
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 (6144.0 3584.0 132.5)
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 (4608.0 4096.0 132.5)
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 (3344.0 3072.0 -16.0)
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 (3632.0 3072.0 -16.0)
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 (3680.0 3072.0 -16.0)
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 (3904.0 3072.0 -16.0)
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 (3584.0 3072.0 -303.5)
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 514 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/assault*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/assault*.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 (2) (1289293 bytes)
Static prop models/props/cs_italy/it_lampholder1.mdl outside the map (2175.72, 53.58, 104.25)
Static prop models/props/cs_italy/it_lantern1.mdl outside the map (2167.72, 53.58, 104.25)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5675 texinfos to 3818
Reduced 378 texdatas to 332 (14965 bytes to 13139)
Writing C:\Dokumente und Einstellungen\******\Eigene Dateien\Downloads\css ******\ITALIA\solll\******.bsp
12 seconds elapsed

** Executing...
** Command: "C:\Programme\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Programme\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Dokumente und Einstellungen\****\Eigene Dateien\Downloads\css ******\ITALIA\solll\*******"

Valve Software - vvis.exe (Aug 27 2013)
2 threads
reading c:\dokumente und einstellungen\*****\eigene dateien\downloads\css *******\italia\solll\*******.bsp
reading c:\dokumente und einstellungen\*****\eigene dateien\downloads\css ******\italia\solll\********.prt
LoadPortals: couldn't read c:\dokumente und einstellungen\*****\eigene dateien\downloads\css *****\italia\solll\********.prt


** Executing...
** Command: Copy File
** Parameters: "C:\Dokumente und Einstellungen\******\Eigene Dateien\Downloads\css *******\ITALIA\solll\******.bsp" "C:\Programme\Steam\SteamApps\common\Counter-Strike Source\cstrike\download\maps\********.bsp"
Mfg. roflxd:-)

(die ***** sind extra dort hingeschrieben)
(Compile modus: BSP Normal, VIS Normal, RAD No, HDR No)
10/05/2013 03:21 eXPoser#2
Könntest mir evtl mal die .vmf datei senden.
Mit Compile-Logs hab ich weniger Ahnung, nur mit Hammer selbst hab ich Erfahrung! :-)

Das könnte evtl. helfen. :)
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#Edit: Achja ganz vergessene um Leaks zu finden geh mal auf "Edit" und dann auf den Reiter "Load Pointfile", dann auf Yes und dann wird dir auch schon dein Leak angezeigt. Falls du es nicht wusstest :p