dl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2015-15-43-404.jpgdl.dropboxusercontent.com/u/80805768/bandicam%202014-05-18%2015-15-51-966.jpgI extended it down 8, and now it tells me there is a leak here? I also did not even edit this area, and for some reason it leaks here, even though I have had this in my map for awhile, and it has been fine.
Decompile Log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.vmf"
Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
material "wood/woodwall032e" not found.
Material not found!: WOOD/WOODWALL032E
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/sovietrp/de_tides/blend_concrete_dirt_wvt_patch
Patching WVT material: maps/sovietrp/nature/blendsandrock004a_wvt_patch
Patching WVT material: maps/sovietrp/nature/blendgrassgravel002a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity light (4725.65 6690.00 -186.80) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 7168.0 -137.6)
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 (10240.0 6656.0 -137.6)
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 (10240.0 5632.0 -137.6)
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 (8704.0 7168.0 -137.6)
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 (7680.0 7168.0 -137.6)
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 (10240.0 4608.0 -137.6)
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 (10240.0 3584.0 -137.6)
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 (10240.0 2560.0 -137.6)
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...
Brush 983453: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 220 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (3) (4760811 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8808 texinfos to 5425
Reduced 1302 texdatas to 1124 (54571 bytes to 48239)
Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp
21 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp"
Valve Software - vvis.exe (May 15 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp"
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.05 seconds)
22636 faces
1 degenerate faces
2625468 square feet [378067424.00 square inches]
74 Displacements
113916 Square Feet [16403909.00 Square Inches]
sun extent from map=0.087156
sun extent from map=0.087156
909 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1026)
Build Patch/Sample Hash Table(s).....Done<0.1301 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (91)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 113/1024 5424/49152 (11.0%)
brushes 6444/8192 77328/98304 (78.7%)
brushsides 44014/65536 352112/524288 (67.2%)
planes 16408/65536 328160/1310720 (25.0%)
vertexes 42884/65536 514608/786432 (65.4%)
nodes 18385/65536 588320/2097152 (28.1%)
texinfos 5425/12288 390600/884736 (44.1%)
texdata 1124/2048 35968/65536 (54.9%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 12858/0 257160/0 ( 0.0%)
disp_tris 22144/0 44288/0 ( 0.0%)
disp_lmsamples 290842/0 290842/0 ( 0.0%)
faces 22636/65536 1267616/3670016 (34.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13580/65536 760480/3670016 (20.7%)
leaves 18499/65536 591968/2097152 (28.2%)
leaffaces 27414/65536 54828/131072 (41.8%)
leafbrushes 11724/65536 23448/131072 (17.9%)
areas 46/256 368/2048 (18.0%)
surfedges 164208/512000 656832/2048000 (32.1%)
edges 102802/256000 411208/1024000 (40.2%)
LDR worldlights 908/8192 79904/720896 (11.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 3170/32768 31700/327680 ( 9.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 55200/65536 110400/131072 (84.2%) VERY FULL!
cubemapsamples 275/1024 4400/16384 (26.9%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 15787056/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 568750/393216 (144.6%) VERY FULL!
LDR ambient table 18499/65536 73996/262144 (28.2%)
HDR ambient table 18499/65536 73996/262144 (28.2%)
LDR leaf ambient 96098/65536 2690744/1835008 (146.6%) VERY FULL!
HDR leaf ambient 18499/65536 517972/1835008 (28.2%)
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] 1/70688 ( 0.0%)
pakfile [variable] 24215562/0 ( 0.0%)
physics [variable] 4760811/4194304 (113.5%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 64646
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp
19 minutes, 1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\sovietrp.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\sovietrp.bsp"
EDIT
Ok I fixed it.
Fix: Copied the entire map, then pasted it on a new map, not everything was copied, so I manually copied a few things, and pasted it in the map. This fixed my issue, thanks for your help.
My guess is, the parts that did not copy, were corrupt or something, and I had to manually copy them.