Leak Goes Trough Solid Wall? [SOLVED]

ToasteryButterSlice_

L1: Registered
Aug 6, 2020
12
0
So i have been using Hammer for about a month or so, and i've kept getting this problem when i make a map. So basically when i compile my map, it says that i have a leak and of course like anyone else, i'll use the 'Load Pointfile' tool to find the Leak. But as soon as the red line was made, it straight up went trough some walls.

Pictures :
TF2 Hammer.PNG
TF2 Hammer 2.PNG

TF2 Hammer 3.PNG


Compile Log :
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\USER\Documents\Tf2 Maps\Jump_DenTest3.vmf"

Valve Software - vbsp.exe (May 21 2020)
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\USER\Documents\Tf2 Maps\Jump_DenTest3.log', but we don't own that location. Allowing.
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\USER\Documents\Tf2 Maps\Jump_DenTest3.vmf
Patching WVT material: maps/jump_dentest3/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_teamspawn (1088.00 5.46 312.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (25958 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 124 texinfos to 56
Reduced 12 texdatas to 10 (287 bytes to 244)
Writing C:\Users\USER\Documents\Tf2 Maps\Jump_DenTest3.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\USER\Documents\Tf2 Maps\Jump_DenTest3.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 106374, actual size 106026
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\USER\Documents\Tf2 Maps\Jump_DenTest3.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\Jump_DenTest3.bsp"
 

Pinsplash

bad bad bad
May 8, 2016
156
71
you have radius culling on. press C to turn it off then recompile
 

Pinsplash

bad bad bad
May 8, 2016
156
71
are any of those walls it goes through a brush entity (such as func_detail)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Go to your visgroups and turn off brush entities. That's the best way to be sure what is and is not solid geometry.

If you have the mode on that lets you select individual brushes regardless of grouping, they will show as world brushes even though they may belong to a larger brush entity. At least they did back in the day.

But really the most important part of the leak info is the end part as that will be where the hole is. The path it travels is just to the closest entity. As an experiment you could place an entity before those walls and see what the line does then. As the leak will/should "touch" this new entity first. If it still leaks, the problem isn't those walls.
 
Oct 6, 2008
1,949
446
I see what your problem is - you have a red line going through your solid wall!

remake the wall - sometimes it's just hammer being hammer - I had a func_door inside a map that caused the same thing - I cntrl+shift+w on the door, remade as a door and the leak went away - got figure. also check for props inside a brush there and or the bounding box of a prop sometimes that will cause it.
 

ToasteryButterSlice_

L1: Registered
Aug 6, 2020
12
0
I see what your problem is - you have a red line going through your solid wall!

remake the wall - sometimes it's just hammer being hammer - I had a func_door inside a map that caused the same thing - I cntrl+shift+w on the door, remade as a door and the leak went away - got figure. also check for props inside a brush there and or the bounding box of a prop sometimes that will cause it.

I've done it and it kinda.... works, the red line is not going through the old walls anymore but now it's going through another wall instead
 

ToasteryButterSlice_

L1: Registered
Aug 6, 2020
12
0
Go to your visgroups and turn off brush entities. That's the best way to be sure what is and is not solid geometry.

If you have the mode on that lets you select individual brushes regardless of grouping, they will show as world brushes even though they may belong to a larger brush entity. At least they did back in the day.

But really the most important part of the leak info is the end part as that will be where the hole is. The path it travels is just to the closest entity. As an experiment you could place an entity before those walls and see what the line does then. As the leak will/should "touch" this new entity first. If it still leaks, the problem isn't those walls.

I've turned off the brush entities and it seems that all of the walls are solid geometries. I also did the experiment u suggested me and yes, the leak is touching the new entity that i placed close to the leak.
 

ToasteryButterSlice_

L1: Registered
Aug 6, 2020
12
0
Here is the picture of the new wall that the leak is going through. I've checked if there was any hole near the wall, but it doesnt seem to be any.
 

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Pinsplash

bad bad bad
May 8, 2016
156
71
try copying everything into a new file
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Here is the picture of the new wall that the leak is going through. I've checked if there was any hole near the wall, but it doesnt seem to be any.
The brush has a transparent texture. Brushes with transparent textures on any face cannot be used to seal the map.