why are my entities leaked?

quekki

L1: Registered
Jul 24, 2017
5
0
i just checked my compile log on interlopers and it says that an entity is leaked. if i remove that entity and compile + check the compile log again, there is another error which says that a certain entity is leaked. it seems like they are all leaked. what did i do wrong? they are completely sealed off. (im new to hammer so i may have done something wrong)
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
https://developer.valvesoftware.com/wiki/Leak

Leaks happen when there is a hole in your map leading to the void. The first entity to detect the leak (typically the closest one) reports it in the compile log. You'll have to patch the hole in order to fix it; simply removing the entity will cause the next nearest one to report the leak instead.

Edit: The exception to this is if the entity was outside an otherwise sealed map. In that case, removing (or moving) the entity will fix it, but that doesn't sound like the problem you have based on your description.
 

quekki

L1: Registered
Jul 24, 2017
5
0
alright thx, i didnt know about finding leaks by loading a pointfile. there was a small part in a room that i forgot to seal off but i fixed it now
 

pi-ka

L1: Registered
Jul 23, 2017
43
8
I also have a tip for entities not-leakage (is that even a word?)

I usually create a SKY-BOX, just a GIANT box made out of skyblock material, making any leaks impossible!

I hope this helps not making leaks further on for you!
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
I also have a tip for entities not-leakage (is that even a word?)

I usually create a SKY-BOX, just a GIANT box made out of skyblock material, making any leaks impossible!

I hope this helps not making leaks further on for you!
While you're not wrong, this isn't the ideal way to seal a map. A giant hollow box will only create extra space around the map that the compiler still has to account for when doing visibility calculations, and may lead to decreased framerate. Instead, you want to make your skybox walls conform to the edges of your map, and eliminate empty space underneath by using the floor to seal.

This page goes into more detail, but the whole guide is worth a read.
 

pi-ka

L1: Registered
Jul 23, 2017
43
8
While you're not wrong, this isn't the ideal way to seal a map. A giant hollow box will only create extra space around the map that the compiler still has to account for when doing visibility calculations, and may lead to decreased framerate. Instead, you want to make your skybox walls conform to the edges of your map, and eliminate empty space underneath by using the floor to seal.

This page goes into more detail, but the whole guide is worth a read.

okay, but you can use that to start out right? like, just make the box smaller once you finish the map? is that possible?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Yeah, it won't be a big deal if the map is simple, but once you start adding more detail you'll want to do a proper skybox.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
okay, but you can use that to start out right? like, just make the box smaller once you finish the map? is that possible?
Don't start out like that. Just don't. Start the way killo said. Design your map around fun gameplay and optimisations (no long sightlines, plenty of corners that visibly seal a room from another, etc). Don't design your level and then seal it up in a big box.
 

Crash

func_nerd
aa
Mar 1, 2010
3,346
5,520
okay, but you can use that to start out right? like, just make the box smaller once you finish the map? is that possible?

Pretty sure you are the same person who posted this same thing twice on separate videos on my Youtube channel (I replied to both). But again, this is a baaad idea and just leads to bad habits down the road. Learn how to do it right from the start, it's not as much of a pain as it seems once you get used to it. Killo's link above has a great description of the issue.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
When starting out it is easier to just the cordon tool instead and you dont even get used to the idea of boxing your map in.
Agreed. Though me myself have grown in a habit of surrounding the map with skybox brushes in order to compile, however I've started using the lovely ol' cordon tool nowadays.