Leak in the middle of no where.

Chro

L1: Registered
Mar 26, 2008
20
3
This all happened when i changed something with one of the doors in my map, at least thats the only thing that i can remember that changed before this leak happened.

But the leak happenes outside my map, and its a red line going from nothing to nothing. The other odd thing is that my elevators arnt spawning and i have no idea why. Does anyone know what has happened or what i can do to fix this?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
make sure that your map sealed. There are no entities outside of the map and that func_detail is not touching the void.

Easiest way for a fix though, post your .vmf and we can quickly look at it.
 

Chro

L1: Registered
Mar 26, 2008
20
3
I did a really really half-ass solution, it was above my skybox by about ~50 units so i just made the skybox 100 units thick and that solved the leak problem. Id still like to know what the hell happened because i really didnt fix anything. Elevators still don't show up though. I'll get the vmf if i cant figure it out in an hour or so.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I've had something similar before. I had a black box that housed the entity system for a map, and I just had that sitting out in the void. It worked fine for a long time, and then once I started mapping in the area, it was giving me problems. It didn't matter I resealed it with a 2nd box, I still got the leak. By that time I was about 3/4ths of the way finished too.
 

Chro

L1: Registered
Mar 26, 2008
20
3
well another half-ass solution for the elevators. It's almost as if the map lost track of the func_tracktrain so i remade the elevators, the thing is that they get rotated 90 degrees so i just make them already rotated 90 degrees and it makes them fine.... thank god im done with this map...
 
Dec 25, 2007
566
439
Some brush entities, like func_door, trigger_multiple, func_door_rotating have an "origin" setting, which is a point in the map. For func_door_rotating, this is the point which the door rotates about, but as far as I know it has no effect with func_door or trigger_multiple. If you turn "View, Show Helpers" on, you can see the origin of the selected entity as a blue ball.

Now if move one of these entities, the origin does not move with it; but if you clone one it does. So cloning and moving these can easily end up with an origin point nowhere near the entity, and sometimes even outside the map.

To fix it, you need to find the entity responsible for the leak (the compile log will tell you what kind of entity it is), and fix up the origin. Make sure "Show Helpers" is on, then select the entities of that type that you worked with recently until one of them shows the origin at the end of the pointfile line. Then the easiest way to fix the origin is to select the entity and choose "Tools, Center Origins".

Since this command will also work on multiple entities and center each of their origins, you can fix up all the entities of one type at once. Go to "Edit, Entity report", choose "Brush entities", and "By class" and select the class type. Then click on the first entity in the list and press Shift+End to select them all; then click "Go To" to select them all. Close the entity report window, and choose "Tools, Center Origins".