Stupid Question

Discussion in 'Mapping Questions & Discussion' started by tortilaman, Sep 19, 2008.

  1. tortilaman

    tortilaman L1: Registered

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    Ok guys, I'm pretty new here. I've been mapping for like 2 maybe 3 months now. The map I've been working on is pretty unusual, I'll probably post it soon. Right now, I'm doing it again from scratch in order to make sure there aren't any links or anything, and I'm having a problem. My brush work is done, so I started putting in Prop_Static's. The first one i put in is one of the wooden door frames (models/props_farm/doorframe002a.mdl). As soon as i put it in, the map leaks. The origin of the door frame is fine, and it's not overlapping with anything, just touching. Before i put it in, everything's fine, but when i put in the prop_static door frame, it leaks. Any ideas?

    Compile Log:



    ** Executing...
    ** Command: "c:\program files\steam\steamapps\jackoownsyou\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf" "C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.vmf
    Patching WVT material: maps/test/nature/blendgroundtograss007_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_static (-1392.00 -488.00 16.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (23533 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 99 texinfos to 51
    Reduced 11 texdatas to 10 (261 bytes to 212)
    Writing C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\jackoownsyou\sourcesdk_content\tf\mapsrc\test.bsp" "c:\program files\steam\steamapps\jackoownsyou\team fortress 2\tf\maps\test.bsp"
     
  2. Nineaxis

    aa Nineaxis Quack Doctor

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    Is this the first entity you put in your map? Or is it the one closest to the leak? Open the map pointfile (Toolbar Map > Loid Pointfile) and follow the red line, it goes from the leaked entity to the void. Patch up whatever path it is taking.
     
  3. tortilaman

    tortilaman L1: Registered

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    oh, wow. I thought i checked everything, and there actually was a leak, never mind then guys.
     
    Last edited: Sep 19, 2008
  4. tortilaman

    tortilaman L1: Registered

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    I also had another question: I've been wondering how to make cylindrical brushes for a while now.
     
  5. Earl

    Earl L6: Sharp Member

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    WIth the block tool selected, look in the bottom right corner. Change "block" to "cylinder" and choose your fancy for number of faces. And don't forget to convert it to func_detail when you're done.
     
  6. tortilaman

    tortilaman L1: Registered

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    oh my god, that's so easy. thank you.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Alternatively you can cut your own.. it gives you somewhat more freedom if you combine them and the vertex tool in creating your brush work. I'm suprised you didn't just cut your own in the first place.. since you've been mapping for 3 months now, it's quite an important piece of the mapping tool selection. But yes, that cylender option is handy.

    Personally i find it easier to place a brush and cut away sections for 10 seconds, than change my brush shape, choose how many faces, flip it upright, snap it to grid, change my option back too a square.. it's awefully fiddly and time consuming.