my whole map leaks!
Quote from penapappa on May 17, 2009, 5:52 amHi guys... I'm mapping again! I have studied the hammer editor usage from basics to advanced HDR-lighting techniques. I'm now doing one kickass chamber, but my hammer editor do some strange things.
First: the overlays looks bad in hammer editor camera view (they are black when looking them for some angles)
Second: Suddenly some portal voices lost, example portal shoot and fan sound, they weren't on my hard disk anymore.
Third: This is the worst problem When I compile, the compile log doesn't show any leaks in my maps, but my recessed lighting looks bad like there is a leak. When I load point file, it shows to some physical or dynamical or statical object, example chair, or fan, or light and when I delete that object and compile map again, the problem is same but with a different object. This goes forever. What it can be?
I have deleted portal folder and run portal so the voices come back, and they came. but the leak problem is there anyway.
Hi guys... I'm mapping again! I have studied the hammer editor usage from basics to advanced HDR-lighting techniques. I'm now doing one kickass chamber, but my hammer editor do some strange things.
First: the overlays looks bad in hammer editor camera view (they are black when looking them for some angles)
Second: Suddenly some portal voices lost, example portal shoot and fan sound, they weren't on my hard disk anymore.
Third: This is the worst problem When I compile, the compile log doesn't show any leaks in my maps, but my recessed lighting looks bad like there is a leak. When I load point file, it shows to some physical or dynamical or statical object, example chair, or fan, or light and when I delete that object and compile map again, the problem is same but with a different object. This goes forever. What it can be?
I have deleted portal folder and run portal so the voices come back, and they came. but the leak problem is there anyway.
Quote from Ricotez on May 17, 2009, 6:26 amFirst of all: it's no use deleting the object that causes the leak. All objects will cause leaks if there is one, only the pointfile will show one at a time. Instead, follow the red line that appears from the object. Somewhere, it should leave the world through a gap between two brushes. That's your leak. Close the gap, recompile, and check for other leaks.
First of all: it's no use deleting the object that causes the leak. All objects will cause leaks if there is one, only the pointfile will show one at a time. Instead, follow the red line that appears from the object. Somewhere, it should leave the world through a gap between two brushes. That's your leak. Close the gap, recompile, and check for other leaks.
"Duct Tape is the answer."
Quote from Aldéz on May 17, 2009, 7:09 am1) You're probably using non-overlay materials as overlays. You can make your own overlay material (.vmt-file) for the texture you want to use:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "THE TEXTURE YOU WANT TO USE AS AN OVERLAY"
"$decal" "1"
"$surfaceprop" "THE TYPE OF SURFACE"
"%keywords" "KEYWORDS TO HELP YOU FIND THE TEXTURE IN HAMMER"
}Save it somewhere in the materials folder.
2) I'm not sure what you mean.
3) If the line goes through a wall, it's an entity. Entities doesn't seal the map. Turn it into a solid brush or cover it. You should have a little box in the user interface that is labeled "VisGroups:". Click the "Auto" tab and untick the "Auto" tick box. Then tick the "World Geometry" box. You should now see the world from vvis' perspective and more easily find the leak.
1) You're probably using non-overlay materials as overlays. You can make your own overlay material (.vmt-file) for the texture you want to use:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "THE TEXTURE YOU WANT TO USE AS AN OVERLAY"
"$decal" "1"
"$surfaceprop" "THE TYPE OF SURFACE"
"%keywords" "KEYWORDS TO HELP YOU FIND THE TEXTURE IN HAMMER"
}
Save it somewhere in the materials folder.
2) I'm not sure what you mean.
3) If the line goes through a wall, it's an entity. Entities doesn't seal the map. Turn it into a solid brush or cover it. You should have a little box in the user interface that is labeled "VisGroups:". Click the "Auto" tab and untick the "Auto" tick box. Then tick the "World Geometry" box. You should now see the world from vvis' perspective and more easily find the leak.
Quote from Aldéz on May 17, 2009, 8:02 amI just realized that your first problem might be due to that you're rendering the map with "3D Shaded Textured Polygons" camera mode. Select "3D Textured" instead if you want them rendered correctly.
I just realized that your first problem might be due to that you're rendering the map with "3D Shaded Textured Polygons" camera mode. Select "3D Textured" instead if you want them rendered correctly.