[ANOTHER] Problem With My Map

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Alexander Bell
306 Posts
Posted Aug 12, 2012
So, I'm building the last map in my map pack (I'm just making the last one, I'm not done with the others). I'm almost done with it, it just needs a few lights, some triggers..

Anyway, I placed an incinerator in my map, and now it leaks. I need that incinerator, and I can't move it. I've extended all the brushes near the incinerator, but it still leaks. I put a huge box around it thats just big enough to encase it, but it takes literally over an hour to compile, and I get like a 20GB bsp. How can I stop the leak without changing the incinerator and without a huge box?

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Mevious
205 Posts
Posted Aug 12, 2012
Replied 2 minutes later
Edit: The answer below is no longer applicable. Alexander Bell edited his post and completely changed his question after fixing the first problem. From now on I will quote him in every response I make.

This might help mapping-help/drastic-memory-overflow-fell-out-of-small-block-heap-t5710.html

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Alexander Bell
306 Posts
Posted Aug 12, 2012
Replied 6 minutes later
I don't have anything tied to a func_detail, but since it is a PTI map, it makes sense there are tons of small brushes. Uh... in that case I'll need to re brush a few walls. If I just deleted the old brushes and make a new one in the old brush's place, will that seal the map, or does some something need to be set so it seals it?
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Skotty
671 Posts
Posted Aug 12, 2012
Replied 4 hours later
A simple answer: Dont use PTI maps as base for maps you do in Hammer. Really, and if you want do use PTI in Hammer, be prepared for problems. And if you have problems, read the compile log. Messages are not coloured to make it look fun!
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Alexander Bell
306 Posts
Posted Aug 12, 2012
Replied 18 minutes later
I know about the compile log and everything, skotty. And I really don't see how PTI -> Hammer could cause any errors, seeing as the PTI is error free 99% of the time.. I get the error %variables error thing and fell out of small block heap quite a bit, its never done anything before.

And about this map: I got my entity limit down, and it compiled in the PTI and ran just fine. Strange. I'm loading the edited (and completed) version to Hammer now.

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Shane
243 Posts
Posted Aug 14, 2012
Replied 1 day later
As far as I can tell unless you specifically run VBSP with a -entity_limit an entity limit hammer should compile maps regardless of how many entities are in them, they simply won't run when Portal 2 launches.

The PTI editor is particularly bad with glass, deadly goo, and the kill triggers that go into the deadly goo, you should be able to save yourself a fair amount on entities by deleting the unnecessary blocks and re-configuring your remaining blocks.

Also, the reason that the PTI compilation process doesn't show errors is because it runs the compilation process silently in the background, if you read the log files for your maps I'd wager you'll find quite a few errors in them.

Also, be mindful of the fact that you can create a leak by accidentally tying one of your blocks to an entity, I once accidentally tied a floor block to a func_detail entity and it took me ages to figure out the problem because the pointfile showed the leak going straight through a block.

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Alexander Bell
306 Posts
Posted Aug 14, 2012
Replied 1 hour later
I fixed it by just removing a floor lift (44 ents) and re exporting. It compiled fine in the PTI.

And just BTW, a map with over 2048 ents WILL run, it will just crash instantly after it loads.

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Shane
243 Posts
Posted Aug 14, 2012
Replied 58 minutes later
Technically it never runs, it just starts loading and then fails
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Alexander Bell
306 Posts
Posted Aug 15, 2012
Replied 10 hours later
Actually it loads 100% then fails. Trust me, I go over the ent limit all the time.
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BEARD!
169 Posts
Posted Aug 15, 2012
Replied 23 minutes later
Have you loaded the pointfile in Hammer to trace the leak?
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zivi7
649 Posts
Posted Aug 15, 2012
Replied 19 minutes later
Although the log says the Incinerator leaked, that doesn't mean that the Incinerator itels is outside of the map. It just means that somewhere in the map is a leak that "reaches" the Incinerator. if you encase the Incinerator completely with brushes, you'll most likely just get the message that now another entity leaks.

Go to "Map" and then "load pointfile", like BEARD said. When Hammer asks "Create default one", say yes. Now find a red line in the 3D view and follow it - it should run through the real leak you are looking for.

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Alexander Bell
306 Posts
Posted Aug 15, 2012
Replied 12 minutes later
I meant to say I put a box around the map.

Anyway, I loaded the pointfile before I posted this and there was no red line anywhere, but it still said it leaked. I'm loading the map now, I'm going to delete the incinerator and try to compile to make sure thats the problem.

k, not the incinerator. Something else, but I have no clue what (the pointfile doesn't show me a red line).

Does tools/toolsblack seal the map, or is it like those vgui textures?

Found it, somehow I misplaced a modelless prop_dynamic and somehow got it way outside the map without noticing :notwant:

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MasterLagger
1,695 Posts
Posted Aug 15, 2012
Replied 22 minutes later

Alexander Bell wrote:
Found it, somehow I misplaced a modelless prop_dynamic and somehow got it way outside the map without noticing :notwant:

I've had that happen before. It's annoying.

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BEARD!
169 Posts
Posted Aug 15, 2012
Replied 2 hours later
Toolsblack seals the map. For future reference, you might want to use cordon(s) to compile a small part(s) of the map which works. Then expand the cordon further and further out, until suddenly it doesn't compile: this tells you where the source of the problem is. Edit: as pointed out, I wasn't thinking properly and this won't work for detecting leaks. It's still worth remembering for non-leaky stuff - I'm sure you'll find a use for it.

Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.

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Shane
243 Posts
Posted Aug 16, 2012
Replied 17 hours later
It seems to me (and I honestly mean no disrespect by this) that you're getting yourself into some sloppy mapping habits. If one thing my effort to learn hammer has taught me it's taught me that if you get a problem you should work fastidiously to fix it as problems just compound themselves if you don't fix them and you'll end up with a poorly performing map.

Band aid solutions are called so for a reason. They don't fix the actual problem they just cover it up. Don't resort to using band aid solutions ion your maps unless you absolutely have to.

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FelixGriffin
2,680 Posts
Posted Aug 16, 2012
Replied 3 hours later

BEARD! wrote:
Toolsblack seals the map. For future reference, you might want to use cordon(s) to compile a small part(s) of the map which works. Then expand the cordon further and further out, until suddenly it doesn't compile: this tells you where the source of the leak/problem is.

Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.

But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?

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ChickenMobile
2,460 Posts
Posted Aug 16, 2012
Replied 2 minutes later

FelixGriffin wrote:
But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?

Snap

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Alexander Bell
306 Posts
Posted Aug 16, 2012
Replied 11 minutes later
i dont no what a corodon is but i herd it not really alot but a little bit. And really, leaks are easy to find unless they're like this one, which was literally 2 units away from where the red line starts.
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Shane
243 Posts
Posted Aug 16, 2012
Replied 39 minutes later
Reduce the size of the grid, sometimes that allows you to pinpoint the leak a bit more precisely
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Alexander Bell
306 Posts
Posted Aug 16, 2012
Replied 7 minutes later
I have my grid on 1 90% of the time anyway.