Leaks

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portal2companioncube
108 Posts
Posted Feb 27, 2012
My map supposedly has a leak. I used "load pointfile" to find it and it's showing leaks where I have brushes. I even put more brushes around those and it still showed it as a leak. Anyone got any ideas?
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Lpfreaky90
2,842 Posts
Posted Feb 27, 2012
Replied 1 hour later
Are those brushes func_details?
ONLY world brushes can seal your map.
Maybe upload your vmf?
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Spam Nugget
492 Posts
Posted Feb 27, 2012
Replied 1 hour later
Try deleting the brushes and replacing them. Also, did you carve or use vertex modifiaction on those brushes? cause that can stuff them up at times.
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BEARD!
169 Posts
Posted Feb 28, 2012
Replied 5 hours later

lpfreaky90 wrote:
Are those brushes func_details?
ONLY world brushes can seal your map.

It may help to turn off the func_detail auto visgroup, then you can see what the compiler sees when it searches for leaks.

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Spam Nugget
492 Posts
Posted Feb 28, 2012
Replied 1 hour later
Oh and some transparent brushes, like glass and grates, cannot be used to seal maps. Even as world brushes.
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Brainstone
401 Posts
Posted Feb 28, 2012
Replied 4 hours later
If your map is too big, disable Radios Culling. (shortkey C)

Also, sometimes corrupt entities with strange properties can also produce errors.

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josepezdj
2,386 Posts
Posted Feb 28, 2012
Replied 19 minutes later

portal2companioncube wrote:
My map supposedly has a leak. I used "load pointfile" to find it and it's showing leaks where I have brushes. I even put more brushes around those and it still showed it as a leak. Anyone got any ideas?

If you have already tried all above, I can only think of this: you have leaks indeed but you cannot see them... Have you tried to set the smallest grid (1 unit) and go where the pointfile leads you? sometimes, overall if you copy/paste usually (I'm telling this from my own experience), there are mini-little-thin-spaces between brushes that you can only see if you look closely.

Check out if this is your case...

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neco
134 Posts
Posted Feb 28, 2012
Replied 5 hours later
Entity origins may cause leaks, too. Once that almost drove me crazy :sad:
You can center the origin via menu >> center origins...
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portal2companioncube
108 Posts
Posted Feb 28, 2012
Replied 4 hours later
I accidentally put a post that I meant to put in this topic in "Textures." It's the one towards the end with the cap letters that say, "WHAT'S GOING ON?"
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Spam Nugget
492 Posts
Posted Feb 29, 2012
Replied 8 hours later
Try selecting everything in your map by drawing a big box around it using the select tool, copying it and pasting it in a new map. Ive had a leak problem before that was solved by doing this; occassionally hammer creates corrupt entities that are invisible and unselectable but which cause leaks.
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Brainstone
401 Posts
Posted Feb 29, 2012
Replied 5 hours later

Quote:
I think it's because the map is so spread out. It's not big, really; it's just spread out, if that makes sense. Eventually I got it to compile. I tried compiling at different points in the map and eventually got it to work. I made some changes and now I'm having trouble finding that spot, again. I got that disabled, but it's still not working.

That so sounds like you need to disable radius culling like i told you. It is the red circle with the R in it in the upper toolbar. Shortkey for that is 'c'. The radius culling does not draw elements in hammer that are a certain distance away. These objects will not be compiled when Radius Culling is enabled.