Frame Models Causing Leaks

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Vordwann
767 Posts
Posted Jul 28, 2012
In the map I'm currently working on, I am using a few of the props/test_chamber frame models such as:

-frame_128.mdl
-frame_256x128.mdl

However, the ones up against walls always create a leak through perfectly normal world geometry (Yes, I have tried deleting and remaking said brushes), and even though the models' origins are at their centers, the point file draws a line from their corners. All of the frame models do this. If this has happened to anyone else, or if you have any ideas, please help. Thanks!

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Skotty
671 Posts
Posted Jul 28, 2012
Replied 27 minutes later
I had a similar problem and I couldn't figure out where the mistake was, because there wasn't one. I checked origins of all triggers etc, but there wasn't any origin of anything where the pointfile was.

The "stupid" idea what solved the problem, I just made a brush where the pointfile begings. And it was solved.

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Vordwann
767 Posts
Posted Jul 28, 2012
Replied 54 minutes later
Where was the brush positioned in relation to the point file start?
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Skotty
671 Posts
Posted Jul 28, 2012
Replied 1 hour later
Well, just make a big one, what shall I say. Try it out :razz:
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Vordwann
767 Posts
Posted Jul 28, 2012
Replied 36 minutes later
The brush's origin was on the same place as the point file origin? Can it be deleted later and it will still work?
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Alexander Bell
306 Posts
Posted Jul 28, 2012
Replied 12 minutes later
I'm not very experienced with brushes (or leaks), but.. couldn't you thicken the wall? I mean, I know that when you click "make hollow" you can choose the thickness.
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Kaleido
272 Posts
Posted Jul 28, 2012
Replied 1 minute later
Models don't seal the void. Even if they're solid pieces. You HAVE to use structural (non-detail) brushes to seal your map against leaks.
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Vordwann
767 Posts
Posted Jul 29, 2012
Replied 1 hour later

Kaleido wrote:
Models don't seal the void. Even if they're solid pieces. You HAVE to use structural (non-detail) brushes to seal your map against leaks.

Dude, I know. The world was sealed. But for some reason corners that models shouldn't have been leaking through needed to be double sealed with an extra brush in the corner to keep them from leaking, something I've never needed to do before.

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Skotty
671 Posts
Posted Jul 29, 2012
Replied 8 hours later

Vordwann wrote:
The world was sealed. But for some reason corners that models shouldn't have been leaking through needed to be double sealed with an extra brush in the corner to keep them from leaking, something I've never needed to do before.

Same here. Never had that problem anytime in the past 7 years.

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josepezdj
2,386 Posts
Posted Jul 29, 2012
Replied 9 minutes later
@Vordwann: That happened to me a few times with some models. I noticed that even though their origins were inside the sealed map, their limits (I mean that yellow lined box that surrounds each model) were however outside the seal... and that caused leaks. Sometimes you only have to make the walls a bit thicker or move the models a bit more to the interior of your map.

EDIT

If the problem continues... try to make instances with those models in. Instances won't cause leaks. :thumbup:

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FelixGriffin
2,680 Posts
Posted Jul 29, 2012
Replied 2 hours later
Yes, they will. It collapses instances before checking for leaks.
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josepezdj
2,386 Posts
Posted Jul 29, 2012
Replied 28 minutes later

FelixGriffin wrote:
Yes, they will. It collapses instances before checking for leaks.

Hmmm... that's right. Maybe I got that wrong impression because I'm using many instances surrounded by brushes (like wall panel pushout or lab rooms), that do seal the map...

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msleeper
4,136 Posts
Admin
Posted Jul 29, 2012
Replied 5 hours later
Was the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.
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josepezdj
2,386 Posts
Posted Jul 30, 2012
Replied 11 hours later

npc_msleeper_boss wrote:
Was the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.

Vordwann wrote:
....., and even though the models' origins are at their centers, the point file draws a line from their corners. All of the frame models do this. If this has happened to anyone else, or if you have any ideas, please help. Thanks!

I guess he already checked the models' origin are within the limits of the sealed map.

I've remembered another thing as well, Vordwann: I'm not sure what models are those you're using (I'm not in front of my pc atm), but I remember I built a map many months ago using many of the stock window frames, and soon I realized they were not symmetrical, meaning that they don't snap to the grid equally on one orientation than if you rotate it 180 degrees. Check that in the case that a "wrong" orientation could be causing the leak.

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Vordwann
767 Posts
Posted Jul 30, 2012
Replied 18 hours later
Thanks for the help everyone! Skotty's suggestion was right, I just had to put an extra nodraw brush outside in the corner between the brushes to do some overkill sealing.
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Skotty
671 Posts
Posted Jul 31, 2012
Replied 9 hours later

npc_msleeper_boss wrote:
Was the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.

No, this isn't the problem. I would have seen this, wouldn't be new to me after 7 years. As I said, even origins of brush entities weren't the problem.