Unexplainable Map Leak?

Qersojan

L2: Junior Member
Sep 27, 2015
54
4
I am about finished the first alpha version of my map, and just recently copy and rotated the map to create the red side. While testing I noticed the lighting was different, it wasn't bouncing and it was all direct lighting. This is a sign of a map leak so I checked the compile and sure enough I was right.

Code:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_multiple (-248.00 2944.00 -3824.00) leaked!

I loaded the pointfile and went to where the leak was, however the red leak line was going straight through my completely sealed off skybox. So I went to the brush trigger entity causing the problem, made sure none of it was sticking outside the map, but no issues were found. I tried deleting the trigger entirely and making a brand new one and still get the same leak.

One thing to mention, is that this trigger causing the leak is a part of a gimmick in my map where if an enemy goes through the vent flank route an alarm will go off. Also another thing is that it was special copied from an identical trigger on the blu side (which has no leak).

I looked up other possible reasons my map could be leaking due to this trigger. I made sure the entity origin was on the map. Made sure none of my skyboxes had any translucent sides. I don't even have any area portals yet. Basically I looked at anything that could have caused the leak but I was unable to find anything at all.

Does anyone else understand the issue here and how to fix it? I'm only a little experienced in map making, so I must just be missing something.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Hmm...

Sure the skybox brush isn't an entity?
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
This basically means that the pointfile is just wrong. There's likely a tiny spot in the map where it does actually leak into the void.

So... good luck.
 

Qersojan

L2: Junior Member
Sep 27, 2015
54
4
I fixed the problem by fiddling with the trigger causing the leak, problem is I don't know how I fixed it so I would still like to know what caused it so ; I can avoid causing this leak again, and so others with this problem can get help. It's not a skybox issue because when I completely remove the trigger there are no leaks.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
I fixed the problem by fiddling with the trigger causing the leak, problem is I don't know how I fixed it so I would still like to know what caused it so ; I can avoid causing this leak again, and so others with this problem can get help. It's not a skybox issue because when I completely remove the trigger there are no leaks.

If the entity origin is not outside of the map, then you could just delete and recreate the trigger? Sometimes hammer just goes bork.
 
Mar 23, 2013
1,013
347
If the entity origin is not outside of the map, then you could just delete and recreate the trigger? Sometimes hammer just goes bork.

When I get the error of hammer stating the origin is outside when it isn't, it usually just helps to just pull the origin further away from the void.
 

Passance

L1: Registered
May 31, 2020
10
0
I recently started on my first map. It was going well but I started having a weird issue and found this thread.

I tried loading a pointfile but it just went straight through a solid skybox brush. Inexplicable.

After like an hour of fluffing around and watching ueakcrash, I basically just tried running the map again, used a new pointfile, and then it ran perfectly out through an obscure corner of a corridor where the wall didn't quite meet up with the ceiling by the tiniest of margins. I think that spot opened up while I was skewing the other end of that ceiling... Or something... Anyway. Sealing that fixed it.

Then half an hour later (unbelievably, I didn't make any backup saves as soon as I had fixed it) it started happening again. The pointfile was useless, always going straight through some solid wall or skybox that was completely unhelpful. I checked the same spot and it was absolutely sealed. I enclosed the entire map in a second layer, a massive cube of solid brushes, and it somehow still leaked, and now it was giving me a bunch of stupid errors about portal faces or something, this visleaf and that didn't have any portals to connect them, ten million props were apparently outside the map now.

Does anybody have any help? I might be able to upload the .vmf file tomorrow if the dodgy wifi on my desktop decides to work.
 

Passance

L1: Registered
May 31, 2020
10
0
Doesn't sound right, seeing as I never used any func_areaportals or areaportal windows. Can you get an areaportal leak using only solid brushes?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Do you have radius culling (
Radius_culling.png
) turned on? That causes objects that are far away from the camera to be excluded in compiles, which can cause leaks that pass through seemingly solid geometry.
 

Passance

L1: Registered
May 31, 2020
10
0
I think I might have radius culling on actually, though if I do, I did it accidentally... I'm pretty new to this! I noticed distant stuff wasn't rendering but I presumed that was just hammer being shitty because of my somewhat dated graphics card. How do I turn it on/off?

Oh, and thank you in advance if this fixes it.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The radius culling button (pictured above) should appear in the toolbar at the top of your Hammer screen. Make sure its unselected.

Disabling radius culling won't suppress Hammer's far-z culling (not rendering objects far away); that's always enabled for performance reasons. Disabling radius culling just means objects outside your view will still be compiled.