Displacement Leak

J

ja7mad

Guest
Hi, Im trying to make a map, all went fine until i decided to add grass. Im using the displacement method where I click create, noise (0.5 ->2.5), Sew. It is giving me a leak error when compiling. I even tried creating a new map with one block mesh (hollow) and make the ground displaced, I still get a leak. What exactly am I doing wrong?

Any help is appreciated,
Thanks


here is the log from my map
---------------------------------------------------------------------

** Executing...
** Command: "e:\steam\steamapps\********\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\********\counter-strike source\cstrike" "E:\Steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: e:\steam\steamapps\********\counter-strike source\cstrike\materials
Loading E:\Steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.vmf
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 (-617.00 -95.00 100.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Brush 7420: WARNING, microbrush
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 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 (0) (39457 bytes)
Static prop models/props/cs_militia/ropeladder01.mdl outside the map (-573.29, 151.02, 29.00)
Static prop models/props/cs_militia/ropeladder01.mdl outside the map (-573.29, 367.59, 29.00)
Static prop models/props_vehicles/car001b_hatchback.mdl outside the map (210.00, 1223.89, 49.00)
Static prop models/props/cs_office/crates_indoor.mdl outside the map (-617.00, -95.00, 100.00)
Static prop models/props_junk/food_pile02.mdl outside the map (138.95, -230.46, 31.00)
Static prop models/props_junk/garbage128_composite001a.mdl outside the map (185.95, -194.46, 35.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (318.46, -253.24, 20.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (311.95, -201.46, 20.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (312.95, -242.46, 69.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (57.95, -250.46, 20.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (83.95, -254.46, 69.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 224 texinfos to 174
Reduced 20 texdatas to 17 (513 bytes to 361)
Writing E:\Steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.bsp
1 second elapsed

** Executing...
** Command: "e:\steam\steamapps\********\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\********\counter-strike source\cstrike" "E:\Steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading e:\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.bsp
reading e:\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.prt
LoadPortals: couldn't read e:\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.prt


** Executing...
** Command: "e:\steam\steamapps\********\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\********\counter-strike source\cstrike" "E:\Steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass"

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

Loading e:\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.bsp
No vis information, direct lighting only.
822 faces
193817 square feet [27909760.00 square inches]
6 displacements
56879 square feet [8190612.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0167 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 8/1024 384/49152 ( 0.8%)
brushes 99/8192 1188/98304 ( 1.2%)
brushsides 627/65536 5016/524288 ( 1.0%)
planes 556/65536 11120/1310720 ( 0.8%)
vertexes 1237/65536 14844/786432 ( 1.9%)
nodes 516/65536 16512/2097152 ( 0.8%)
texinfos 174/12288 12528/884736 ( 1.4%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 84896/0 84896/0 ( 0.0%)
faces 822/65536 46032/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 445/65536 24920/3670016 ( 0.7%)
leaves 525/65536 16800/2097152 ( 0.8%)
leaffaces 895/65536 1790/131072 ( 1.4%)
leafbrushes 202/65536 404/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5583/512000 22332/2048000 ( 1.1%)
edges 2955/256000 11820/1024000 ( 1.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 84/32768 840/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1269/65536 2538/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 687732/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15105/393216 ( 3.8%)
LDR leaf ambient 525/65536 12600/1572864 ( 0.8%)
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] 1/2160 ( 0.0%)
pakfile [variable] 21019/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 39457/4194304 ( 0.9%)
==== Total Win32 BSP file data space used: 1062751 bytes ====

Total triangle count: 2162
Writing e:\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\something_b4grass.bsp" "e:\steam\steamapps\********\counter-strike source\cstrike\maps\something_b4grass.bsp"
---------------------------------------------------------------
 
Displacements don't class as a solid brush. You need another brush underneath with a nodraw texture if you like. to stop the level leaking
 

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so i tried from scratch, made a hollow box, ungrouped it, made a copy of the ground and moved it up a bit. Applied the displacement like above and still got the same thing. Does the displaced surface need to touch the edges? go thru the edges?

i have attached it
 

Attachments

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Try moving the displacement inside the hull of your level. It shouldn't overlap any walls.
 
the displaced brush in floating in the middle of my block and its still leaking. Is there some setting i skrewed up somewhere?
 
Make a box. Hollow it out. Make another block above the bottom block.

Test it out.

Turn the block above the bottom block into a displacement. Play with it how you like.

Test it out

Tell us the result
 
it still leaked ... is there a sample displaced map that i could test compling?

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
 
so i got it to work, i dont know how tho lol. The only extra thing i did is add a camera and an entity inside the box.

1)create hollow box
2)ungroup
3)place a camera
4)make copy of bottom and move it just above the original
5)create displacement, noise and sew
6)compile
 
You need to add a player spawn point, info_player for single player or info_counterterorist\terrorist. Otherwise your map wont load or the compiler will detect a leak because it dosent know what the player can see nor where the player is.
 
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