Leaks everywhere after importing and re-compiling cp_mercenarypark in Hammer

Discussion in 'Mapping Questions & Discussion' started by teamwork.tf, Nov 3, 2017.

  1. teamwork.tf

    teamwork.tf L1: Registered

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    So wanted to try to re-compile mercenarypark with some small changes. I have converted cp_mercenarypark.bsp to a vmt, to open it in Hammer.

    When I want to re-compile the map to .bsp again, I can't compile the map because it tells me there is a leak. First it tells me it's a random gate (which is inside the map, can't be a leak right?), when I delete the object and re-compile I get the same error, but about another object in the map.

    What is the problem here? I thought it might not be correctly within the allowed bounds? How can I see/correct this? Re-compiling ctf_2fort seems to work fine through the same method.
     

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  2. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    Bsp decompiling doen't produce a perfect vmf to recompile. Usually optimisation things break completely such as areaportals which then leak.
     
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  3. Crash

    aa Crash func_nerd

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    Yeah, decompiles are very hit or miss. Sometimes they work fine right away, sometimes they are completely broken. Usually there's always something to fix, though.
     
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  4. ISPuddy

    ISPuddy L2: Junior Member

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    you should replace all playerclip texture with nodraw texture
    cause when i open the vmf almost every brush had playerclip instead of nodraw
     
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  5. Crowbar

    aa Crowbar perfektoberfest

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    That'd replace the ones that should legitimately be playerclip, though.