Pointfiles
I am working on a new map. However I have come across a problem. The thing is, when I tried to implement a wall light into a corridor, it gave me a stupid error telling me there was a leak. The wall was completed sealed, as well as sealed around the light...meaning nothing could get into the void.
I tried re-arranging the light and wall to various positions, only to find that it doesn't help at all. I deleted the light and just made the wall one solid piece. Meaning that the map was completely sealed. However, when I load the pointfile to show me where the 'apparent' leak is, it points straight through the middle of that sealed wall, not through any corners or anything. It's quite annoying as now I cannot test anything out. =/
WinstonSmith wrote:
Try deleting the existing pointfile (the LIN file) and recompiling the map. If it halts again then there must be a leak somewhere, try going over the area again. If you've done that and you still have absolutely no clue what's going on, try copying everything to a new file and see if that helps.
Just tried that, and to no avail it hasn't sorted the problem out. Thanks for the intended solutions. =]
Rubrica, there are no func_brush entities within my map. Every step I do in Hammer I ensure my map is completely sealed.
@Skotty - I haven't used the cut tool at all. I always just make the wall around the stuff that I am implementing in the wall, to make sure it's sealed.
There should always been at least 16 units of contact between brushes to prevent leaks.
And as a side note, remember that the origins of entities and brush entities must not be in the void.
satchmo wrote:
If two solid brushes meet each other with only a single vertex, that can cause a leak.There should always been at least 16 units of contact between brushes to prevent leaks.
I have never had trouble before with having my solid brushes meet with only one vertex. Also, the 16 units of contact...wouldn't that be overlapping?
@BOB74j - I have already tried that, loads of times. Everytime it's the same compiling error.
Skotty wrote:
You just need contact edge to edge.
Which is what I have done. Which is why I made the topic asking for help. If there was a gap in the map, I wouldn't have posted here as I would know where it is.
satchmo wrote:
I guess I don't mean overlapping, but the "depth" of the contact between two brushes needs to be 16 units or more to seal leaks.
It's weird that I haven't had any problems when the depth of the contact has been just 1.
The walls are always 32 blocks in depth, but only one side is textured to a wall texture, the rest is nodraw.
Below is the error in the compiling stage...
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Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"
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Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vbsp.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" "C:\Program Fi
les\Steam\steamapps\common\portal 2\sdk_content\maps\sp_vertical_reach.vmf"
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Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:\program files\steam\steamapps\common\portal 2\portal2\materials
Loading C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\sp_ver
tical_reach.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_button (290.56 210.58 64.26) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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 (0) (38809 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 158 texinfos to 101
Reduced 15 texdatas to 15 (379 bytes to 379)
Writing C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\sp_ver
tical_reach.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"
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Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vvis.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" -fast "C:\Prog
ram Files\Steam\steamapps\common\portal 2\sdk_content\maps\sp_vertical_reach"
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Valve Software - vvis.exe (May 3 2011)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\sp_ver
tical_reach.bsp
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\sp_ver
tical_reach.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\common\portal 2\sdk_
content\maps\sp_vertical_reach.prt
Finished. Press a key to close.
Lostprophetpunk wrote:
@BOB74j - I have already tried that, loads of times. Everytime it's the same compiling error.
Does the line go through the same brush each time? Also, make sure that the blue circle at the centers of all your brush entities are not in the void.
BOB74j wrote:
Does the line go through the same brush each time? Also, make sure that the blue circle at the centers of all your brush entities are not in the void.
Yes, goes through the same part of the brush where there isn't a leak. The centers of my brushes aren't in the void.
Lostprophetpunk wrote:
Yes, goes through the same part of the brush where there isn't a leak. The centers of my brushes aren't in the void.
Change all the brush's textures to one that you are sure seals leaks, make sure it's not a brush entity, and if that doesn't help, then I have no idea. You might want to try uploading the .vmf to the WIP section to see if anyone else can figure it out.
BOB74j wrote:
Change all the brush's textures to one that you are sure seals leaks, make sure it's not a brush entity, and if that doesn't help, then I have no idea. You might want to try uploading the .vmf to the WIP section to see if anyone else can figure it out.
I am using textures that I know seal leaks, as I have used them before. They aren't vertex textures either.
I don't want to upload the .vmf as I don't want anyone seeing the plan for the level.