Leaking through a solid wall?

Ninjilla

L420: High Member
Sep 13, 2008
445
116
a big wtf for me. My map suddenly developed a leak, and I followed the portal line, it seems to be going through my wooden wall

(here)
Jazzingleakingfloor.jpg


then once through the wall, into a big pillar of nodraw

(here)
JAZZINGLEAKINGFLOOR-1.jpg


None of these or surrounding brushes are entitys and Ive been replacing the brushes and nothing seems to work. Any ideas?

(Also, unrelated, but my overlays stop being applied to faces after awhile, why is that?)

Thanks!
 

a2h

L2: Junior Member
Sep 18, 2008
93
30
That's quite a long leak line... have you tried following it all the way to the void?
 

Mar

Banned
Feb 12, 2009
607
63
Did you accedntliy func detial any of those brushes? If so return them to the world with Ctrl+Shift+W.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Just selected all the nearby brushes and pressed shift+ctrl+W, and the leak is still there. None of them are func_details, and the only brushes the leak line goes through in the pics I showed, the top of the wooden wall, and the no draw. All my brush measurements are powers of 2. The reason its so long is because its leaking a relay entity near my spawn, which is a good ways away. I really am stumped, the line just goes through the wood, travels near the end, and goes straight down, but theres a nodraw that should be blocking it, and it just goes through.
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
Did you recompile before you loaded the pointfile?

And did you make sure there's no transparent textures (besides nodraw) on the blocks?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Every time i have this problem and the brushes aren't func_detail i just delete em.. and do place them.

fixes the problem for me 100% of the time.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Well I'll be, it did work. Got an odd vrad.exe stopped working error, but my compile log is fine now, so I assume that wont happen again. Read another thread here bout it and I dont have amazingly complex brushes like he did. Thanks nubcake:)
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I had the same problem with a square brush once, I think it happens when its rotated, but im not sure. Took me hours to figure out what the problem was.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Well, my little leak problem was fixed, but now I've got some bigger ones...

Vrad.exe stops responding alot of the time (And my vvis takes around 7 mins, lg checker has no weird irregular brushes, and Alt+P is clean), and every time I load my map anyway, Hl2.exe stops working. Any ideas? My map isnt that big, and I went on a func_details spree and vrad is still being a ho. Thanks again! :]
 

Icarus

aa
Sep 10, 2008
2,245
1,210
func_detailing everything does'nt make vrad go any faster.

In fact, there's nothing you can really do to make vrad faster. vrad takes up the vast majority of my compiles.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
My problem is that it just wont work period, I wouldnt mind it going slow. Right when it gets to the vrad part of the compile, it just says "vrad.exe has stopped working: close the program or check online for a solution then close". I saw another topic on here about it, but the guy had all sorts of messed up brushes, and Im pretty sure I do not. I checked my I/O's and I didnt see any that were messed up and would crash the whole of hl2.exe. Bleh.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Hmm, just went through all my lights, they all seemed correct, not placed in the void or anything, no special lighting strobing effects so the naming thing isnt an issue. I moved all my lights down like 32 units just to make sure they werent too lose to the ceiling so I have no idea what it could be... theres no leak either. The log goes this far;

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\ninjilla\sourcesdk_content\tf\mapsrc\Pl_Song2.bsp
Setting up ray-trace acceleration structure... Done (2.49 seconds)
5736 faces
1124936 square feet [161990896.00 square inches]
227 Displacements
174916 Square Feet [25187998.00 Square Inches]
5736 patches before subdivision
119938 patches after subdivision
sun extent from map=0.087156

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\ninjilla\source

Interlopers still shows no problems with the lighting...

If I cant get this figured out at all, could I send someone the VMF? Honestly idk what Im even looking for.
 
Last edited:

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
Assuming that it's just really slow: Check that you don't have stuff like tiny lightmap scales, stuff like -staticproplighting (forget what exactly it's called).

Did you use Map -> Entity Report (might be under View) and Check for Problems?
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Yes, its just not slow, it doesnt work at all. I ran just RAD to get this;

Lightjizzing.jpg


Ive used Alt+P, and used the entity report to check if any lights were in the void, none were.
 

Porkchop

L1: Registered
Apr 6, 2009
42
11
I'm having this exact problem right now, can't figure out what's causing it. It's right in the middle of the solid square object (it's not even going all the way through it). I have it tied to a trigger_teleport. The other trigger teleport squares aren't giving them problem either.

I tried deleting it and remaking it but no luck.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
I dont think any entites can block light, so if its tied to a teleporter that may be why. Could an Admin change the title to something akin to "Vrad errors"? Just so people arent confused :]
 

Sub

L1: Registered
Mar 4, 2009
31
3
Try renaming your map. Sometimes Hammer confuses maps that had errors with the new one you have now. I think? XD

Anyways, send me your vmf and I'll try to compile it on my machine.