Discussion in 'Mapping Questions & Discussion' started by Mr Egg, Nov 1, 2010.
Recompile. You've either fixed the leak or deleted the pointfile somehow.
Recompiling does nothing... There's still the water problem.
You need a water_lod_control, and your lights are probably fine; you just need more of them.
Water can go weird without a leak if you have two different heights of water that can even possibly be viewed at the same time by a single player.
Make sure the top surface of every bit of water on your level is at exactly the same height, even little "puddles". (There are workarounds if that conflicts with your artistic vision, but it's a complex-enough topic that I'd just generally advise you not to do it.)
Also make sure all your water brushes have a water-texture only on the top. All sides and bottoms should be textured in nodraw.
All my water ponds are of the same height...
Also all my water brushes are water-textured only on the top, with nodraw on the other sides. And I do have a water_lod_control.
And the brush is fully boxed in by solid brushes (i.e. not counting func_details or displacements)? I think that's also required.
I don't know about that one. Whether or not you can have "gaps" between the water and the walls, AFAIK it is perfectly legal to have water overlapping (or even going past) the walls which hold it in.
Well i've got some water that go through some walls, but I had it for a long time and it did work before. Weird ! =(
And the lights are still weird : when I view the map with lighting simulation, it shows a map that's very dark with points of light where I put the entities, but when I run the map it's fully bright, with no difference where there is and where there is not lights.
Unless they improved it recently, the lighting simulation in Hammer leaves a lot to be desired and I generally would not use it. (Instead, I would use the cordon tool to make quick test compiles and look at them in-game.)
If it appears fullbright (flat and uniformly bright everywhere no matter what) then are you sure you have VRAD set to run when compiling?
Edit : actually it's fine now.
Oops I'm so confused... Both problems were coming from the fact that I didn't run the map with RAD on ^^'
Sorry about that, and thanks for all the advices ! =)
Hmm well it seems I've got another leak I can't figure out... It litteraly goes through solid brushes. It goes from a prop to the void, but it doesn't even go between two brushes, it goes through it ! In the middle of it ! It's not a problem of prop center not being in it's right position, I checked out. I've seen nothing in the compile log, it's really weird. (and this time it's a proper pointfile i'm usig, I promise =P)
I really don't know what's happening. I tried putting another layer of brushes where the pointfil went into the void, but the point just changed to go through another brush...
(the pointfile goes out of the brush where the arrow points)
Here's the compile log :
The brushes you're trying to seal your map with are likely not world brushes and thus are not suitable for sealing your map. For some reason or another they've probably been changed to func_details or something.
1. Get rid of that extra layer of brushes you created and go back to the original layer.
2. Select the brushes you're trying to seal your map with and then click the "to world" button.
Hopefully following those steps should stop the leaks that are going right through your geometry.
*note to self ! Func_detail brushed CAN'T be used to seal maps*
Thanks, Tom !
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