How to fix a leak?

  • Thread starter Thread starter Chief23
  • Start date Start date
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Chief23

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this is my complie log (i have a room with some textures and one light)

** Executing...
** Command: "c:\program files\valve\steam\steamapps\pack0423\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\pack0423\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\pack0423\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.vmf
fixing up env_cubemap materials on brush sides...
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)
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 (0) (2561 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2561 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 24 texinfos to 18
Reduced 6 texdatas to 5 (156 bytes to 125)
Writing C:\Program Files\Valve\Steam\SteamApps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\valve\steam\steamapps\pack0423\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\pack0423\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\program files\valve\steam\steamapps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.bsp
reading c:\program files\valve\steam\steamapps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\pack0423\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\pack0423\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.bsp
No vis information, direct lighting only.
56 faces
8644 square feet [1244800.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 59/65536 708/786432 ( 0.1%)
nodes 67/65536 2144/2097152 ( 0.1%)
texinfos 18/12288 1296/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 56/65536 3136/3670016 ( 0.1%)
origfaces 30/65536 1680/3670016 ( 0.0%)
leaves 69/65536 2208/2097152 ( 0.1%)
leaffaces 56/65536 112/131072 ( 0.1%)
leafbrushes 20/65536 40/131072 ( 0.0%)
areas 1/256 8/2048 ( 0.4%)
surfedges 344/512000 1376/2048000 ( 0.1%)
edges 173/256000 692/1024000 ( 0.1%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 70648/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 324/393216 ( 0.1%)
LDR leaf ambient 69/65536 1656/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2561/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 97513 bytes ====

Linux Specific Data:
physicssurface [variable] 2561/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 97513 bytes ====

Total triangle count: 112
Writing c:\program files\valve\steam\steamapps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\pack0423\sourcesdk_content\cstrike\mapsrc\mikeysaw.bsp" "c:\program files\valve\steam\steamapps\pack0423\counter-strike source\cstrike\maps\mikeysaw.bsp"
 
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
It doesn't specify which entity is leaked. This implies a special case ("Oh no!" exclaimed the programmer). You should have at least one spawn point, perhaps several depending on mod, and at least one light. Maybe you have no world brushes in your map at all. Perhaps they're all displacements. Maybe you're using completely detail textures.
 
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