Weird Leak (I think)

Discussion in 'Mapping Questions & Discussion' started by wonkasnout2, Jun 25, 2017.

  1. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    Gather around children, and listen to my tale of woe...
    I was making my first (actual) map, and I found out I have a leak. I loaded the pointfile and the red line was going through a bunch of brushes.
    leak1.png

    This is where is starts (or ends?) ^

    leak2.png
    Then it goes through the skybox, through a wall and ramp


    leak3.png
    Then it goes through the floor and a wall


    leak4.png
    It enters and underground area, and goes through yet another wall

    leak5.png
    It exits the wall

    leak6.png
    goes through another small wall and through the floor (which is a displacment)
    leak7.png
    And then through a nodraw under the map (separate from the displacement).

    idk what to do. If u need anymore pictures or information I can give it to you. Is this somthing that normally happens? how do I fix it? If u know whats up plz tell me.
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,005
    Positive Ratings:
    1,157
    The real tale of woe here is how much wasted space you have to the right of the viewports.

    (Are any of the brushes the line is intersecting func_detail or some other entity? Only world brushes will seal the map.)
     
    • Agree Agree x 1
  3. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    Mabye, I have a large func_detail that is made of a bunch of beams in a house. Since they are spread out, selecting one makes a large rectangle on the grid. does the line have to pass through the beam itself, or just through the area around it in the selected box?
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,005
    Positive Ratings:
    1,157
    No, what I mean is, the brushes that your pointfile line is going through - for example, the nodraw in the last shot - are probably not world brushes. You need to completely surround the map with world brushes in order to seal it and prevent leaks.
     
  5. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    The displacment/ground is not a world brush. I put a world brush (nodraw) on the bottom of the map beneath the displacment so I make a cube out of the sky boxes (with the no draw on the bottom). Will this stop the leak? or do I need to somthing else?
     
  6. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,005
    Positive Ratings:
    1,157
    Technically, it should. If they're all world brushes, and you have no tiny gaps between them, then I can't really say any more without looking at the map itself. Are you willing to share the vmf?
     
  7. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    yeah here it is. Dont ask why its called buffoonage, its the first word that came into my mind, I'll make a better name later. (I put a world brush under the map and complied, still a leak)
     

    Attached Files:

  8. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,005
    Positive Ratings:
    1,157
    Okay. I gotta admit, this was quite the adventure.

    First of all, your compile log says the leaking entity is a prop_static with nonexistent coordinates.
    [​IMG]

    So clearly there's something wrong with this entity and we need to get rid of it. At first I wasn't sure how to find it, since you kind of need the coordinates to do that. But thankfully, as this is a prop, the log later reported it as "outside the map" with a worldmodel of models/props_forest/wood_patch3.mdl. Bingo.

    This is where the Entity Report (under the Map menu) saves the day. I searched for the "prop_static" entity class where the "model" key had a value of "models/props_forest/wood_patch3.mdl" and came up with two results. One of which had a bounding box of 199998 x 199998 x 0.
    [​IMG]

    After banishing this prop_static into oblivion, the map compiles as normal. That's the Source engine for you, I guess.
     

    Attached Files:

    • Thanks Thanks x 1
  9. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    :)
    thank you so much! I usually just through my compile log into this website that checks it, but it didnt catch this. I should probably check my log manualy when theres a problem from now on. Thank you wise one.:)
     
  10. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    Do you have snap to grid on? Some of your verticies are compleetly offgrid, which can cause a lot of issues.

    [​IMG]

    (clearly visibe in the bottom right view)

    This is also quite unorganized since editing that mess of brushes is a lot harder when they aren't nice and tidy on the grid. Make sure to make the basic layout of the map with a big grid size and avoid verticies being so offgrid.
    Some off-grid brushes are fine, especially when they aren't world brushes but this looks extremly messey judging from the screenshots.
     
    Last edited: Jun 26, 2017