My map has no leaks but...

Washipato

L3: Member
Jun 22, 2009
149
331
trwalkwayrc20018.jpg

This happens and the room is completly sealed

I have already solved the issue moving the brushes that are in the room, but it surprises me that I had no leak or errors reports from hammer

How do I know if the map has a "leak" like that one=
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I'm not sure what I'm seeing. Could you post more pictures?
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
mmm possibility but that could make it worse
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Hmm, this is tr_walkway, correct? I'd say stick a brush on top of it, a chimney prop on top of the brush, some smoke coming out of the chimney, a tree coming out of the smoke, a house on top of the tree, a rock on top of the house... Wait, where was I? Oh, right. Is it causing lighting problems inside the room?
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Have you built with FULL or FAST VIS on this picture?
This sure can happen if you built using fast vis. Yes... even if the room is sealed.
Build FULL, then try again.

Could also be a custom texture that has unlimited or very far zclipping distance.
This can happen when you copy the .vmt of another texture and forget to remove the z distance line.

MQ
 
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Washipato

L3: Member
Jun 22, 2009
149
331
I did this thread in a hurry and forgot to give more information about the problem. Let me explain:

In the screenshot, Im looking at the control room from a window above it. That window has a glass texture with skybox behind it. The whole building that appears to be outside is in the 3d skybox. You can see small blue brushes floating on the roof. Those are the borders of the buttons inside the control room.
screen1.png

The weird thing is that the control room is sealed with area-portals from the room the screenshot was taken, this makes me think there is a leak in the map, but the compile log doesn't say anything about it.

That problem was solved after playing around with the areaportals and world brushes, but now Im not sure if there are more of those issues that I don't know about. I want to know how can I detect those "leaks" if the compile log do not mention them.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
In that case I don't know, but I've had a similar problem in my map, where sometimes I can see things through the skybox texture, with no clear cause.

And by "through" I mean that stuff appears to be floating in the sky at the position it normally occupies.
 
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Washipato

L3: Member
Jun 22, 2009
149
331
The brushes were rendered from lots of point on the map, not only through the skybox

It's a weird error that I managed to solve without knowing how
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Check if the areaportals arent merged. Often when they are merged they can couse to lose their great use because they still become huge. It would explain those problems also.

r_drawportals 1 might help you.