Unknown Map Leak, Pointfile not helping

balloonicornjr

L1: Registered
Jun 7, 2015
7
0
Update: All fixed! The floor was a func_detail the whole time, and on top of that there was a 1 unit leak on the other side of the map. Both errors were fixed, and the map is running smoothly! Thanks to everyone who helped me with this, I probably look like a big idiot.

Hello everyone, and thank you for taking your time to read this thread, I really appreciate it.

Here's my problem: I'm extremely new at map making, and I've come across what appears to be a leak in my map. However, when I load the pointfile, it gives me a straight red line from one of my info_teleport_destination's straight through the ground. The ground is solid geometry, I'm sure of it, and does not have any translucent sides painted; all 6 sides are the same texture. I'm unaware if it is the entity or my geometry, as this happened before with my func_respawnroomvisualizer. I deleted it to see if it would help, but the pointfile just loads to the teleport destination. When I delete that, it chooses a destination right next to it. Here is a picture of it:

MDzYd7x.png


To all you experienced map makers, this is probably something extremely easy I'm missing (or just something I don't know yet). I'd be very grateful if this could be fixed and I could learn from my mistake and not do whatever it is I did that caused this. It's extremely annoying to see no water render in my map and have nothing but see-through skybox where a beach should be. Thank you!

Edit 1: Here is a pastebin of the Compile Process Window running only BSP and not VIS or RAD. Hope this helps: http://pastebin.com/fN1g2AaM
 
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worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
When I run your compile log through the Interlopers Error Checker service it gives a few results. Most are to do with the leak and there is something at the end to do with triangles and models that you should check out later.

There is probably nothing special about the info_teleport_destination. It's probably just the first entity to report a leak there, so that's what comes up. Are you using any brush entities that are composed of multiple brushes tied together, which might cause its resulting origin point to be in the void? With the point file loaded, and 2D Helpers enabled in the toolbar, click Edit > Select All and look at the end of the red line in your 2D view. Do you seen a circular origin handle there?

When I have tied together multiple TRIGGER volumes in to one trigger entity, the resulting entity's origin has ended up in the void, and I get those 'cannot find portal side' errors. The fix was to move the origin in to the map.
 

balloonicornjr

L1: Registered
Jun 7, 2015
7
0
When I run your compile log through the Interlopers Error Checker service it gives a few results. Most are to do with the leak and there is something at the end to do with triangles and models that you should check out later.

There is probably nothing special about the info_teleport_destination. It's probably just the first entity to report a leak there, so that's what comes up. Are you using any brush entities that are composed of multiple brushes tied together, which might cause its resulting origin point to be in the void? With the point file loaded, and 2D Helpers enabled in the toolbar, click Edit > Select All and look at the end of the red line in your 2D view. Do you seen a circular origin handle there?

When I have tied together multiple TRIGGER volumes in to one trigger entity, the resulting entity's origin has ended up in the void, and I get those 'cannot find portal side' errors. The fix was to move the origin in to the map.

I have selected all, and under "View" have checked "Show Helpers," but the pointfile is not leading to an origin point (those are the purple spheres, right).

nofKTk7.png


As for the multiple brush entities, does that mean having more than 1 brush selected and then tying it to an entity? If that's the case, I may have accidentally done that at one point or another, however, it would have been nowhere near where the pointfile leads to, as after each section of the map I compile it to check for errors. Is there any way I could check, or select only brush based entities to see which is the one at fault? Also, thank you for looking into my problem, it's very kind of you.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Yeah, you can toggle VisGroups, if you only want to see Brush-based entities, untick "All" and then re-tick "Brush entities"
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Yes, I meant selecting multiple brushes and tying them to one entity, like a trigger or a func_brush. The origin of such an entity would be in the centre of all of the brushes that make it, so you can understand how it might end up in the void if you were selecting brushes from different areas.

If you wanted to check that, you'd do what you have done here. A quick scan of the 2D grids, whilst everything is selected, to see if there are any little circles outside the map, or flying around the 3D viewport to spot those purple spheres you mentioned. You can also use the auto VisGroups column to only show world brushes and brush entities (hiding all func_detail, point entities and tool brushes) to make it easier to spot them.

Unfortunately I can't think of anything more to suggest. I hope someone else can chime in with the answer! If you want to put your VMF up somewhere for us to have a nose around, that'd be perfectly fine.

You're welcome!
 

tyler

aa
Sep 11, 2013
5,102
4,621
Also, and maybe you know this, but if your floor is a func_detail it won't block vvis. Uncheck everything except world geometry and point entities in the visgroups panel, then compile and see what it says.
 

balloonicornjr

L1: Registered
Jun 7, 2015
7
0
Yes, I meant selecting multiple brushes and tying them to one entity, like a trigger or a func_brush. The origin of such an entity would be in the centre of all of the brushes that make it, so you can understand how it might end up in the void if you were selecting brushes from different areas.

If you wanted to check that, you'd do what you have done here. A quick scan of the 2D grids, whilst everything is selected, to see if there are any little circles outside the map, or flying around the 3D viewport to spot those purple spheres you mentioned. You can also use the auto VisGroups column to only show world brushes and brush entities (hiding all func_detail, point entities and tool brushes) to make it easier to spot them.

Unfortunately I can't think of anything more to suggest. I hope someone else can chime in with the answer! If you want to put your VMF up somewhere for us to have a nose around, that'd be perfectly fine.

You're welcome!

I was hesitant to give the .vmf because of the whole "making others do my work for me" thing, but if it's the only way to get this annoyance fixed, then here's a mediafire link for the .vmf file:

Edit: Removed the .vmf link

Yeah, you can toggle VisGroups, if you only want to see Brush-based entities, untick "All" and then re-tick "Brush entities"

Yeah, this article didn't help squat with that. What am I supposed to do? I understand the concept, hide every VisGroup but the brush entities, but where do I go to do so?
 
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balloonicornjr

L1: Registered
Jun 7, 2015
7
0
Now find the holes that show the void. Your map has tons of leaks. Hammer doesn't lie.

Well, I'm an idiot. The floor was a func_detail the whole time! I deleted it, re-drew it, and still got errors. I was frustrated, thinking it wasn't fixed, when really there was a small 1 unit leak all the way on the far side of the map; took me 20 minutes to realize this. I patched it up, and my map is compiling smoothly! Thanks to everyone who helped me, it's all better now!
 
Mar 23, 2013
1,013
347
Well, I'm an idiot. The floor was a func_detail the whole time! I deleted it, re-drew it, and still got errors. I was frustrated, thinking it wasn't fixed, when really there was a small 1 unit leak all the way on the far side of the map; took me 20 minutes to realize this. I patched it up, and my map is compiling smoothly! Thanks to everyone who helped me, it's all better now!

This is why you do not set up basic geometry with a grid size of 1. Increase the grid size, as long you aren't working on details so you won't accidently have this 1 unit gaps in your map

Also, if you want to revert a func_detail to a world-brush without deleting and recreating it, select it and press ctrl+shift+W