Map won't run after compiling.

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
Firstly, hello.

I was recommended this forum from a clan mate (Nosher) whose map I'm currently in the middle of trashing/applying "paint"+entities, while he swans off around the States. Seems like a really helpful bunch here. :)

Anyway, I've been working a lot on said map but when it finishes compiling, it starts up TF2 but doesn't run the map. I've tried creating a server (selected the map and clicked ok) but nothing at all happens.

Any ideas?

Thanks in advance.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
After you compile, copy the compile log into this - Error checker

If anything is wrong there, that should tell you.
If that doesn't work, post the compile log here.
 

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
Wow, that was quick.

Thanks mate, I have to go now but I'll try that tomorrow. So, expect more stupid questions.:)
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
The only stupid questions are the ones that don't get asked... or the ones with painfully obvious answers.
 

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
The only stupid questions are......the ones with painfully obvious answers.

Yup, lots of them on the way. :D

Ok, I''ve tried several times to compile the map since applying a load of textures, and have put the log-file in to the error checker. It's now saying I have a leak, which I don't really get as all I've done is added textures and a couple of entities.

So I rolled back to the initial map VMF file (pre-my textures) and tried that, alas when it finished compiling, nothing happened. I checked the "don't run TF2 when finished" box and it's un-ticked.
This version ran ok before, so I don't (like most things with this hammer editor) get what's wrong.
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
load up your textured one, the one with the leak and fix it.

Go to map>load pointfile

That will load the pointfile showing you where the leak is. Its a red line that will go through a gap or a prop or something like that. once you've found the leak you just have to fill it in.
Then compile again (you may have several leaks but the pointfile only shows the first that it finds so you have to compile and check every time you fix a leak to find the next one)
 

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
Ok, checked the pointfile and there's a red line zig zagging around but I don't see where the leak is!!? Is the leak the point where the red line goes through a solid surface? The only point at which the line goes through a surface is the grass in the middle ground. But there's No Draw directly underneath the grass. The line goes throught the grass and runs along in the tiny gap between the grass and the No Draw beneath.

Just so you know, Nosher (who's been asking about displacements recently) is doing the actual map building, I'm merely doing textures/entities....so my knowledge in this stuff is....er....minimal.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Not every type of brush will prevent leaks. Your map has to essentially be a container, completely sealed with world geometry. If you've changed any of your world geometry into func_detail brushes, those brushes will not prevent leaks from forming.

It's difficult sometimes to find the leak using the red zig zagging line from the pointfile. There's a technique I use to help me understand and follow the line properly. First, the line will typically start from an entity. I find it's helpful to find where that line starts and then follow it from there. Now, if you're following that line there will be a point (it may even be very very small) where the line will exit the map space. Remember, your map is a container which cannot have even the smallest of holes. You should recognize where the walls of your container are. Where that red line crosses through or between any walls or joints and heads off into the blackness is where your leak is.

If the line crosses straight through a brush the most likely explanation is that the brush is not world geometry. It's probably a func_detail or a displacement or some other entity that will not seal leaks. Your map, your container walls all MUST be made of world geometry.

If the line passes around any brushes or through joints where brushes meet it's most likely there's simply a gap. Even if it's a fraction of a unit, a gap will still cause a leak. Always make sure that your world geometry brushes are right up against one another. It's because of things like this that you should always work with the grid. Also, if 2 corners of your world brushes are touching, that won't necessarily seal the map. Make sure your brushes overlap by at LEAST one unit or more. If they don't you're very likely to have a leak.

Hopefully this helps you out a bit. One of these days somebody ought to write a guide to understanding the pointfile and fixing leaks. If no one else wants to I can probably do that myself late today or tomorrow.