random false leaks

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tactical fluke
31 Posts
Posted May 24, 2011
im making a co-op map, but random leaks that arent even leaks show up. could anyone help? .vmf is included.
Attachments
mp_coop_hard_paint.vmf
0.53 MB 51 downloads
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cg5
22 Posts
Posted May 24, 2011
Replied 3 hours later
I took out the area portal over the door and it compiled and ran fine. Area portals can create leaks (which are different to normal ones) if you use them incorrectly. That's the extent of my knowledge on area portals. I wouldn't try to use them unless you know how to.
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NocturnalGhost
200 Posts
Posted May 24, 2011
Replied 41 minutes later
Yep, the areaportal was causing the leak, so best to remove it, or better yet, read a tutorial on it's proper usage.

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.

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msleeper
4,136 Posts
Admin
Posted May 24, 2011
Replied 3 hours later

NocturnalGhost wrote:
Also, the big box surrounding the map is one of the worst things you can do when building a map.

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tactical fluke
31 Posts
Posted May 25, 2011
Replied 15 hours later
i deleted the areaportal but the leaks are still showing and its always through the same spot in the skybox and it's always the lights(i have deleted most of them) please help
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Nacimota
345 Posts
Posted May 25, 2011
Replied 40 minutes later
Attach your updated vmf
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tactical fluke
31 Posts
Posted May 25, 2011
Replied 11 minutes later
here is the updated .vmf
Attachments
mp_coop_hard_paint.vmf
0.58 MB 47 downloads
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NocturnalGhost
200 Posts
Posted May 25, 2011
Replied 2 hours later
Deleting the areaportal fixed the leak that you had last time. The new leak has been caused by your additions since then, specifically the corridor leading to your exit room. The instance that you have used has a portal chamber door, and the wall surrounding the door is func_detail. Your walls in the corridor leading up to this room don't take this into account, which is why the leak is occuring. You need to make the walls wider so it seals properly.

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.zip

You 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?

Attachments
portal_chamber_door.zip
0.00 MB 30 downloads
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Nacimota
345 Posts
Posted May 25, 2011
Replied 2 minutes later

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.

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tactical fluke
31 Posts
Posted May 25, 2011
Replied 22 minutes later
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.
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NocturnalGhost
200 Posts
Posted May 25, 2011
Replied 1 minutes later

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.

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tactical fluke
31 Posts
Posted May 25, 2011
Replied 1 hour later
ive attached a picture of what it looks like in my hammer
Images 1
Post image 1
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msleeper
4,136 Posts
Admin
Posted May 25, 2011
Replied 6 hours later
This is one of the worst VMFs I have ever seen. Just about everything you are doing is either 1.) wrong or 2.) insane.

You need to go back to Source/Hammer Level Design 101.

:notwant: