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I deleted that microbrush but now it looks like that.

** Executing...
** Command: "c:program filessteamsteamappspenapappasourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappspenapappaportalportal" "C:Program FilesSteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:program filessteamsteamappspenapappaportalportalmaterials
Loading C:Program FilesSteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_door (-68.02 -61.00 323.36) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...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 (1) (116438 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 387 texinfos to 207
Reduced 61 texdatas to 53 (2914 bytes to 2621)
Writing C:Program FilesSteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp" "c:program filessteamsteamappspenapappaportalportalmapsgladossp2beta.bsp"

It says my buttons func_door is leked but it is same like as anothers :S

if i'm seeing this image right... this entire section is not even walled in.

When mapping think of the area as "outter space" NOT "on the earth" so that in outter space EVERYTHING must be COMPLETELY walled in. (floor, walls, ceiling) if there is even ONE TINY CRACK, or even ONE SUPER TINY HOLE (even a single pixel wide) then a vacuum will be created and everyone will die.

so what i'm basically saying is: Fix your map, seal it in with the most basic of construction elements (floor, walls, ceiling), and make sure it is sealed, or you will die (by our hand)

do NOT click this
rellikpd wrote:
so what i'm basically saying is: Fix your map, seal it in with the most basic of construction elements (floor, walls, ceiling), and make sure it is sealed, or you will die (by our hand)

:cake:
and don't forget that neither brush entities seal the leaks, nor do holes :P (as mentioned in one earlier topic)

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.
Mek wrote:
:blah: brush entities :blah:

Technically, yes they do. If you have tied a brush to an entity, THEN it won't be able to seal the map.

I don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did.
appunxintator wrote:
Technically, yes they do. If you have tied a brush to an entity, THEN it won't be able to seal the map.

What? No it doesn't. A brush entity does not seal a leak.

penapappa wrote:
What is a leak?

Do you really not understand why we keep telling you to read Interlopers, read the Valve Wiki, read Halfwit-2? You are asking basic, simple questions and you are not looking for the answers on your own before coming here. Stop doing that.

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