[ANOTHER] Problem With My Map
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?
This might help mapping-help/drastic-memory-overflow-fell-out-of-small-block-heap-t5710.html
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.
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.
And just BTW, a map with over 2048 ents WILL run, it will just crash instantly after it loads.
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.
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 
Alexander Bell wrote:
Found it, somehow I misplaced a modelless prop_dynamic and somehow got it way outside the map without noticing
I've had that happen before. It's annoying.
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.
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.
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?
FelixGriffin wrote:
But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?
Snap