random false leaks
Other issues:
There were a couple of props that the compiler shows as out of the map, so you may want to check them (the compile log gives you the coordinates). Also, the big box surrounding the map is a bad idea.
I noticed you have used a shitload of light entities. A better solution would be to use a light_environment. This works in conjunction with the sky texture, and causes the sky to emit light in a specified direction.
I also noticed that you have used the carve tool for the doorway hole (or copied the hole from a decompiled map). You would be better served by using the clip tool, and making the hole yourself. You should then func_detail the resulting angular brushes. It's better to have a simple rectangular hole of solid geometry for your doors, with the triangles around the door as func_detail. This will also make it easier to properly incorporate areaportals later if you need to.
I don't have time to properly look at your map at the moment, but these are the things that jumped out at me. Regarding optimisation in general, including areaportals, have a read of this site, which has a pretty good guide to the techniques available to you.
NocturnalGhost wrote:
Also, the big box surrounding the map is one of the worst things you can do when building a map.
You still have two light props showing as outside the map. This is because you have embedded them in the ceiling, rather than cutting out a proper hole for them.
You have also used the carve tool to cut out cylinder holes for your doors. This is a bad idea, since it makes all sorts of nasty triangles splitting up the walls, which causes errors in the compiler, and will make it impossible to resize the walls in future. You should cut out the hole for the door properly using the clip tool, preferably making the triangles immediately surrounding the door into func_detail, as was done in the instance you used for the exit chamber.
I made a quick map earlier to demonstrate this to somebody on the steam forums. I'll attach it to my post:
portal_chamber_door.zipYou still have a shitload of light entities BTW. You are aware than you can adjust the brightness of them so you won't need so many, right?
NocturnalGhost wrote:
You have also used the carve tool to cut out cylinder holes for your doors.
Actually it doesn't look like he has done that at all. It looks like a really bad clipping job to me.
Nacimota wrote:
Actually it doesn't look like he has done that at all. It looks like a really bad clipping job to me.
Yep, you're right. I just saw a shitload of triangles splitting the huge wall at the back and thought "carve", without looking at how the splits were laid out. Either way, it's a bad mapping technique though.
Another thing I noticed when compiling is the error:
make_triangles:calc_triangle_representation: cannot convert
I'm not sure what this is about, since it appears in the compile window, but doesn't show in the log afterwards.
tactical fluke wrote:
what i meant by lights was actually the light entities not the instance ones. if i try to run the map, it just says that there is a leak from a light, but pointfile cuts through a solid block, not a func detail. plz help.
The only leak I see on the last copy of the map you posted is caused by the corridor leading to the exit instance. When i adjust that so it is properly sealed, the map compiles fine, other than the errors with the props.
You need to go back to Source/Hammer Level Design 101.
