Leaks Going Through Solid Geometry

NotGsuper

L1: Registered
Dec 19, 2022
26
1
I've been having a problem where the map just keeps leaking over and over and over again right through solid geometry to the point here I just cannot take it anymore.
Looked around and found someone saying that if you just delet the brush and then replace with a new one the leak would go away, and it does. However, after doing that to some other leaky brushes the exact same brush that was replaced just a moment ago leaks AGAIN.
I've tried to replace the object itself that was leaking but again after fixing some other fake leaks the exact same object starts giving problems and I just don't know what to do.
I'll attach the map file.
Here's the most recent of those radom leaks that ocure right through solid walls.

leakingwall.PNG

leakingwall2.PNG

leakingwall3.PNG
 

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  • experimental_map_learning.vmf
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trees

L2: Junior Member
Apr 1, 2017
80
39
You have radius culling turned on (letter R with red circle in the top toolbar), you should always have it disabled. Unless you know what you're doing it's likely to cause compile problems. Note that the hotkey for toggling it is 'c' so it's easy to turn on by accident when using ctrl-c to copypaste things around.

This site is very handy for solving compile issues, you might wanna bookmark it:
Paste your compile log and it should find most problems. Your map has a couple of mining crate props set to prop_static when they're meant to be prop_dynamic (animated). I don't think this is causing the leak though so try turning off radius culling and recompiling.

A couple other, non-leak related things I noticed: Your map makes no use of func_detail. In case you aren't familiar, you should learn about it sooner than later.
View: https://www.youtube.com/watch?v=c59rK9Wxr7I

You also have texture lock enabled, 'tl' in the top toolbar. This locks textures in place when you drag or copypaste brushwork. You should probably have this disabled in the alpha stage, or you'll end up with misaligned textures which can be annoying later on.
 

NotGsuper

L1: Registered
Dec 19, 2022
26
1
You have radius culling turned on (letter R with red circle in the top toolbar), you should always have it disabled. Unless you know what you're doing it's likely to cause compile problems. Note that the hotkey for toggling it is 'c' so it's easy to turn on by accident when using ctrl-c to copypaste things around.

This site is very handy for solving compile issues, you might wanna bookmark it:
Paste your compile log and it should find most problems. Your map has a couple of mining crate props set to prop_static when they're meant to be prop_dynamic (animated). I don't think this is causing the leak though so try turning off radius culling and recompiling.

A couple other, non-leak related things I noticed: Your map makes no use of func_detail. In case you aren't familiar, you should learn about it sooner than later.
View: https://www.youtube.com/watch?v=c59rK9Wxr7I

You also have texture lock enabled, 'tl' in the top toolbar. This locks textures in place when you drag or copypaste brushwork. You should probably have this disabled in the alpha stage, or you'll end up with misaligned textures which can be annoying later on.
First of all, thx for the reply, second of all, what is that "radius culling" thing? no clue what that is, is it that red circle centered on my cmaera (must be that, I was woundering what that was). Probably enabled it on accident, just like you say.
Also what is texture lock? Oh my there is so much I don't know... thx for showing me that.

Regarding func_details, yes I'm aware of them, this is literally the firts map I'm making so I just wasn't worrying about them this soon.
dindn't know that those mining crate had to be prop_dymanic, I just searched "crate" in the model browser and picked one I thought would fit nicely to do what I wanted, and that is to simply be a crate.

Once again thank you so much for your help.