How do you fix this leak?

Discussion in 'Mapping Questions & Discussion' started by invertMASA, Jan 18, 2015.

  1. invertMASA

    invertMASA L3: Member

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    This leak appears to come from no where, There is nothing where it shows it coming from. Got any ideas?

    [​IMG]
     
  2. Crash

    aa Crash func_nerd

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    Select the whole map and look at that line again. I'm fairly confident you'll find a circular origin point that didn't stay with everything else.
     
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  3. invertMASA

    invertMASA L3: Member

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    Did not seam to change anything. You do mean to literally select the whole map as in edit select all right?
     
  4. invertMASA

    invertMASA L3: Member

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    I did notice this tho. But don't see anything to delete

    [​IMG]
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    That's the origin of an entity; the origin is the only thing that matters when determining if an entity is out of bounds or not (so things like props can stick out into the void, but as long as their origin is inside the playable area it'll be fine; in the opposite case (yours), the prop mesh is in the playable area but the origin is not, so it leaks). Select everything in the map, right-click in a 2D view, and select "center origins."
     
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    Last edited: Jan 18, 2015
  6. YM

    aa YM LVL100 YM

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    You shouldn't be deleting anything. Find what entity that is the origin for, and move the origin back inside. (there's a menu command for centring origins, buuuut you probably don't want to do that with the whole map selected as you might mess up something that isn't supposed to have a centred origin)

    EDIT:
    ninja'd by seba, that's incredibly bad advice to give someone, you have no idea what they may have done with their origins for other entities. You'd break any rotating entities, any tracktrains, a whole bunch of stuff could be broken by doing that with the whole map selected
     
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  7. Crash

    aa Crash func_nerd

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    That's your issue. Look in the 2d view at that spot. There will be a small circle. Click and start dragging it and a line will appear showing what it's connected to. This is the origin point for something dynamic like possibly a door. You want that back inside whatever it's connected to.

    This can happen while dragging those things around sometimes. It went always move with it.

    Edit: dat triple response.

    And hey I never knew about the center origins thing. Nice.
     
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  8. Seba

    aa Seba DR. BIG FUCKER, PHD

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    That's a fair argument; YM 1, me 0
     
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  9. RubbishyUser

    RubbishyUser L7: Fancy Member

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    So specifically what can be broken by the centre origins tool? That's what I always use when this sort of thing happens to me and I've never faced ill effects. I can imagine rotating entities breaking, but what else? Are other things that could be broken exclusively stuff you've changed yourself any way and know to look out for?
     
  10. YM

    aa YM LVL100 YM

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    Anything that actually uses the origin. So tracktrains, anything that rotates or moves (func_movelinear uses its origin but func_doors don't iirc) Anything that uses physics ( especially anything that uses physics constraints, hinges, springs, etc)

    I've actually only used a small fraction of the brush based entities available, so boojum can tell you more. But for TF2, it's going to break payload spec cams, payload positioning on tracks, trains, and anything that rotates like the rotating spectator cameras I put into snowplow


    Step up your nerd game, nerd.
     
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  11. Crash

    aa Crash func_nerd

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    Experienced mappers can still learn new things, details at 11.
     
  12. invertMASA

    invertMASA L3: Member

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    AWESOME! Think I found it. Thank you all very much!!!

    Testing time.
     
  13. invertMASA

    invertMASA L3: Member

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    Love you guys! :)