Leaks everywhere after importing and re-compiling cp_mercenarypark in Hammer

teamwork.tf

L1: Registered
May 20, 2016
20
41
So wanted to try to re-compile mercenarypark with some small changes. I have converted cp_mercenarypark.bsp to a vmt, to open it in Hammer.

When I want to re-compile the map to .bsp again, I can't compile the map because it tells me there is a leak. First it tells me it's a random gate (which is inside the map, can't be a leak right?), when I delete the object and re-compile I get the same error, but about another object in the map.

What is the problem here? I thought it might not be correctly within the allowed bounds? How can I see/correct this? Re-compiling ctf_2fort seems to work fine through the same method.
 

Attachments

  • cp_mercenarypark_d.txt
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Bsp decompiling doen't produce a perfect vmf to recompile. Usually optimisation things break completely such as areaportals which then leak.
 

ISPuddy

L2: Junior Member
Jul 31, 2015
94
146
you should replace all playerclip texture with nodraw texture
cause when i open the vmf almost every brush had playerclip instead of nodraw
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
you should replace all playerclip texture with nodraw texture
cause when i open the vmf almost every brush had playerclip instead of nodraw
That'd replace the ones that should legitimately be playerclip, though.