some-mapper

Uncharitable Spy
Mapper
Open hammer and load your map. Go to map > load pointfile and follow the red line. Also check your compile log.
 

Pedro the fabulous

Face-Melting F2Per
Contributor
Master Mapper
I tried compiling it myself and couldn't find any leaks. Are you sure you can see all the textures in hammer properly? Post a compile log aswell.
 

S_O_C_K_S

Spectacularly Lethal Soldier
Contributor
There's a "leek on the map"

paddock_farm_map.jpg.w300h176.jpg
 
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ck24

Epic Skial Regular
note i did use complie pal
heres what i got
Starting a 'Normal' compile.
Starting compilation of trade_portal2_v4_d
Valve Software - vbsp.exe (Jun 21 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Users\user\Desktop\New folder (4)\trade_portal2_v4_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 486 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\user\Desktop\New folder (4)\trade_portal2_v4_d.prt...Building visibility clusters...
done (0)
material "skybox/sky_starfieldrt" not found.
Can't load skybox file skybox/sky_starfield to build the default cubemap!
Can't load skybox file skybox/sky_starfield 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) (739529 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 974 texinfos to 825
Reduced 19 texdatas to 15 (659 bytes to 429)
Writing C:\Users\user\Desktop\New folder (4)\trade_portal2_v4_d.bsp
Wrote ZIP buffer, estimated size 1547, actual size 1199
7 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1
Valve Software - vvis.exe (Jun 21 2018)
4 threads
reading c:\users\user\desktop\new folder (4)\trade_portal2_v4_d.bsp
reading c:\users\user\desktop\new folder (4)\trade_portal2_v4_d.prt
602 portalclusters
1733 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (77)
Optimized: 1023 visible clusters (0.79%)
Total clusters visible: 129931
Average clusters visible: 215
Building PAS...
Average clusters audible: 579
visdatasize:89554 compressed from 96320
writing c:\users\user\desktop\new folder (4)\trade_portal2_v4_d.bsp
1 minute, 18 seconds elapsed
Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\user\desktop\new folder (4)\trade_portal2_v4_d.bsp
Setting up ray-trace acceleration structure... Done (2.05 seconds)
5299 faces
1551913 square feet [223475520.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5299 patches before subdivision
156281 patches after subdivision
sun extent from map=0.173648
125 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (116)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (86)
transfers 28143567, max 1108
transfer lists: 214.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(2168657, 2087075, 2039431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(1156740, 1070702, 1022125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(624987, 558486, 522427)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(337014, 290975, 266892)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #5 added RGB(182697, 152671, 137500)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(99603, 80683, 71431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(54493, 42829, 37300)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(29988, 22902, 19642)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #9 added RGB(16553, 12291, 10386)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(9180, 6636, 5530)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(5105, 3594, 2955)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #12 added RGB(2849, 1955, 1587)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(1594, 1067, 855)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(894, 584, 463)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #15 added RGB(503, 321, 251)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #16 added RGB(283, 177, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #17 added RGB(160, 97, 75)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(90, 54, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #19 added RGB(51, 30, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #20 added RGB(29, 17, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(17, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #22 added RGB(9, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #23 added RGB(5, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #24 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #25 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #26 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #27 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1750 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 40/1024 1920/49152 ( 3.9%)
brushes 2227/8192 26724/98304 (27.2%)
brushsides 14677/65536 117416/524288 (22.4%)
planes 3542/65536 70840/1310720 ( 5.4%)
vertexes 8834/65536 106008/786432 (13.5%)
nodes 1534/65536 49088/2097152 ( 2.3%)
texinfos 825/12288 59400/884736 ( 6.7%)
texdata 15/2048 480/65536 ( 0.7%)
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 5299/65536 296744/3670016 ( 8.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3578/65536 200368/3670016 ( 5.5%)
leaves 1575/65536 50400/2097152 ( 2.4%)
leaffaces 7728/65536 15456/131072 (11.8%)
leafbrushes 3772/65536 7544/131072 ( 5.8%)
areas 6/256 48/2048 ( 2.3%)
surfedges 39958/512000 159832/2048000 ( 7.8%)
edges 24423/256000 97692/1024000 ( 9.5%)
LDR worldlights 125/8192 11000/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 620/32768 6200/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10485/65536 20970/131072 (16.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 13080960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 89554/16777216 ( 0.5%)
entdata [variable] 66148/393216 (16.8%)
LDR ambient table 1575/65536 6300/262144 ( 2.4%)
HDR ambient table 1575/65536 6300/262144 ( 2.4%)
LDR leaf ambient 8202/65536 229656/1835008 (12.5%)
HDR leaf ambient 1575/65536 44100/1835008 ( 2.4%)
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] 1/9052 ( 0.0%)
pakfile [variable] 1199/0 ( 0.0%)
physics [variable] 739529/4194304 (17.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 15087
Writing c:\users\user\desktop\new folder (4)\trade_portal2_v4_d.bsp
4 minutes, 36 seconds elapsed
C:\Users\user\Desktop\New folder (4)\trade_portal2_v4_d.bsp -> C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\trade_portal2_v4_d.bsp
1 File(s) copied
'Normal' compile finished in 00:06:09
2 errors/warnings logged:
2 errors/warnings logged for trade_portal2_v4_d:
● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
 
Last edited:

Pedro the fabulous

Face-Melting F2Per
Contributor
Master Mapper
The map doesn't have a leak, the nodraw block simply lets you see into the outside of the map (because "nodraw" makes that side of a brush/wall on which it is placed be invisible, or better said, not drawn). Delete it or use another texture.
 

ck24

Epic Skial Regular
The map doesn't have a leak, the nodraw block simply lets you see into the outside of the map (because "nodraw" makes that side of a brush/wall on which it is placed be invisible, or better said, not drawn). Delete it or use another texture.
I never messed with the texture on it
 

some-mapper

Uncharitable Spy
Mapper
If you decompiled the original map, you are going to have to fix a bunch of things. Decompiling can be very messy.