Leaks everywhere after importing and re-compiling cp_mercenarypark in Hammer

teamwork.tf

L1: Registered
May 20, 2016
20
41
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.
 

Attachments

  • cp_mercenarypark_d.txt
    26.2 KB · Views: 25

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Bsp decompiling doen't produce a perfect vmf to recompile. Usually optimisation things break completely such as areaportals which then leak.
 

ISPuddy

L2: Junior Member
Jul 31, 2015
94
145
you should replace all playerclip texture with nodraw texture
cause when i open the vmf almost every brush had playerclip instead of nodraw
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
you should replace all playerclip texture with nodraw texture
cause when i open the vmf almost every brush had playerclip instead of nodraw
That'd replace the ones that should legitimately be playerclip, though.