Pointfiles

Avatar
Lostprophetpunk
409 Posts
Posted Jul 26, 2011
Heya there,

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. =/

Advertisement
Registered users don’t see ads! Register now!
Avatar
WinstonSmith
940 Posts
Posted Jul 26, 2011
Replied 2 minutes later
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.
Avatar
Rubrica
305 Posts
Posted Jul 26, 2011
Replied 1 minute later
Check that it isn't a func_brush or any other brush entity. I was stupid enough to spend half an hour adding unnecessary brushes to my map to close the leak when I finally realised that this was the problem. Cue another ten minutes removing all the superfluous brushes...
Avatar
Lostprophetpunk
409 Posts
Posted Jul 26, 2011
Replied 18 minutes later

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.

Avatar
ChickenMobile
2,460 Posts
Posted Jul 26, 2011
Replied 1 hour later
Sometimes if you use certain textures it will leak. Try changing the texture on that wall to something different that you know will not leak.
Avatar
Skotty
671 Posts
Posted Jul 26, 2011
Replied 21 minutes later
Sometimes if you cut triggers or other brushes with origins via the cut-tool the origin will stay at it's position. If you move the trigger or whatever, the origin of it can move outside of the map and cause a leak. The same is for props. If their origin point is not inside the map, it will leak, even if the whole visible part of the model is inside.
Avatar
Lostprophetpunk
409 Posts
Posted Jul 26, 2011
Replied 20 minutes later
@Chickmobile - I have never had any problems with this texture before. Only now.

@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.

Avatar
HMW
806 Posts
Posted Jul 26, 2011
Replied 3 hours later
Did you check the sides and back of your wall brushes? If ANY side of a brush has a non-solid or transparent texture (glass, grate, invisible, clip, etc.) it will make the entire brush non-solid, which may cause a leak.
Avatar
Lostprophetpunk
409 Posts
Posted Jul 26, 2011
Replied 2 hours later
The sides and backs of my walls are nodraw, but none of it shows as the inside of the wall is always textured and moved to make sure that there is no visible 'nodraw' texture inside of the map. The map is completely sealed.
Avatar
satchmo
415 Posts
Posted Jul 27, 2011
Replied 6 hours later
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.

Avatar
Brainstatic
219 Posts
Posted Jul 27, 2011
Replied 41 minutes later
I remember having seemingly impossible leaks at one point. Delete and recreate the brush that the red line goes right through. After that, try compiling the map again. If it says you have another leak, load the pointfile again. The red line may go right through another brush, in which case you should just repeat the previous steps until it compiles correctly or you come across an actual leak.
And as a side note, remember that the origins of entities and brush entities must not be in the void.
Avatar
Lostprophetpunk
409 Posts
Posted Jul 27, 2011
Replied 32 minutes later

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.

Avatar
Skotty
671 Posts
Posted Jul 27, 2011
Replied 6 hours later
You just need contact edge to edge.
Avatar
Lostprophetpunk
409 Posts
Posted Jul 27, 2011
Replied 50 minutes later

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.

Avatar
satchmo
415 Posts
Posted Jul 27, 2011
Replied 2 hours later
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.
Avatar
Lostprophetpunk
409 Posts
Posted Jul 27, 2011
Replied 3 minutes later

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...

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
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"
-------------------------------------------------------------------------------

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"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
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"
-------------------------------------------------------------------------------

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.
Avatar
Brainstatic
219 Posts
Posted Jul 27, 2011
Replied 26 minutes later

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.

Avatar
Lostprophetpunk
409 Posts
Posted Jul 27, 2011
Replied 26 minutes later

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.

Avatar
Brainstatic
219 Posts
Posted Jul 27, 2011
Replied 33 minutes later

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.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Lostprophetpunk
409 Posts
Posted Jul 27, 2011
Replied 1 hour later

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.