Leak Problems

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Hi guys, I'm making a map and I'm having problems with leaks. I through my compile log to Interlopers Error checker and it tells me I have a entity that is leaked along with a general leak in my map. I fix the entity leak, run the compiler checker again and it tells me that I have yet another and completely different entity that is leaked. I remove it, throw it back in the checker and it does the same thing.

As for the leak, I have looked through my entire map and could not find one; everything is closed nicely.

Just yesterday everything was working fine, I had no leak. Then I decided to make extend a wall, that's all I did, and then it told me I had a leak. Does anyone else have this problem?
 

tyler

aa
Sep 11, 2013
5,102
4,621
You have a leak. Hammer is not telling you there is a leak for fun. Your map isn't sealed.

On the right side of Hammer there's a thing that says "Visgroups". Click the Auto tab, then uncheck displacements, func_details, props, and brush entities. Now is that red line going into the void?
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
When you say the red line, do you mean the Pointfile? If so, then it is going straight through a part of my map from the bottom into the void. When I recheck all those things you said to uncheck, it goes through my floor which is a func_detail displacement and then a a regular func_detail brush.
 

tyler

aa
Sep 11, 2013
5,102
4,621
ho ho ho holy shit dude

first thing: never func_detail a displacement, that breaks vbsp and your map wont compile

second thing: the reason i told you to turn those off is because none of them seal your map! i kinda left that part out of my post but it was heavily implied. only solid world geometry seals maps. if your floor is func_detail you may not understand the point of func_detail, read this http://www.optimization.interlopers.net/index.php?chapter=func_detail (and the rest of the guide too).
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
I thought func_details are just default for brush tools, cause when I create one and press ctrl+t it says its a func_detail. Is there a way I can switch it back to a World Geometry brush? I'm looking at the VisiGroup Properties for the the func_detail brush but I can't check it.

I'll give the link a read
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Move to World, which is right under Tie to Entity in the menu. Basically any brush that's big enough to obscure players' view of a big chunk of the map needs to be world geometry, because that's how the game avoids rendering things that wind up getting covered up.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Alternatively ctrl-shift-w to move to world. Func_detail is the default brush entity assigned when you tie to a brush (ctrl-t) and which doesn't seal, doesn't block VVIS (the process that determines visibility), is solid and casts shadows.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
So skyboxes need to be world brushes as well, correct? I was going through all my brushes and found one of them was a func_detail.
 
Oct 6, 2008
1,948
446
Correct - all exterior walls to you map need to be world brushes.

Here's a hint for quicker leak check - in the vis options panel - turn off almost everthing by unchecking

turn off

Displacements
Player clips - other tool brushes, etc,
all entities
props
func_details

Basically - what I'm getting at is, strip the map down to it's bare bones then do a compile.

If any of your outer walls are func_details you'll see a gaping hole in your map, if not and you are still getting a leak, load the pointfile and follow the line to where the leak is. If it's only 1 unit thick it's still big enough for a leak and you need to seal it.

extra:
Then once you are done that you can start to add in you area portals and then check for those leaks - those are easier to find as they are all within your world and showt you the start to finish on the same brush.

Once you have sealed your out world - check everything back on the right to bring them back into the map - then test again - if any or your entities are outside the map then you can quickly find the offending party and fix it.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Thanks so much for the help guys. I got everything working now; I had to revert my boundaries back to world brushes.