Leak through world brush [solved]

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srs bsnss
552 Posts
Posted Apr 19, 2013
Ok, so there's a map I've been working on for a fair bit of time, and I'm quite happy with how it's looking. However, I've run into a tiny problem. I've got a leak.

Now, I know you're all thinking that that is not a huge issue at all. And it isn't. I simply loaded the pointfile, followed it to the offending area, and was dismayed with what I found.

It was running through a solid brush. I checked to make sure it wasn't tied to anything, no issues there. I checked Radius Culling, that's not on. I tried re-creating the brush, that didn't do anything either.

img

Can anyone help me?
VMF attached.

Attachments
disc_03_leak.rar
0.05 MB 21 downloads
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taco
504 Posts
Posted Apr 19, 2013
Replied 38 minutes later
Can you upload the file? It's a little hard to know based on the image.
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srs bsnss
552 Posts
Posted Apr 19, 2013
Replied 49 minutes later
Sure. I've attached it to the OP.
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Lpfreaky90
2,842 Posts
Posted Apr 19, 2013
Replied 31 minutes later
I can haz instances/custom/sp_bluebridge/item_dropper_dirty.vmf?
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taco
504 Posts
Posted Apr 19, 2013
Replied 24 minutes later
As Lpfreaky90 pointed out, there are missing instances. Please include all instances you are using.
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Lpfreaky90
2,842 Posts
Posted Apr 19, 2013
Replied 11 minutes later
The problem was that you used the nodraw_glass_footprints texture.
It's looks exactly the same except that it's transparent for vbsp; so it causes leaks.

Also fixed a few more leak issues and replaced some cheap textures with their proper brothers and sisters!

Attachments
sp_disc_03_FIXED.vmf
0.83 MB 25 downloads
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srs bsnss
552 Posts
Posted Apr 19, 2013
Replied 3 minutes later

Lpfreaky90 wrote:
The problem was that you used the nodraw_glass_footprints texture.
It's looks exactly the same except that it's transparent for vbsp; so it causes leaks.

Also fixed a few more texture alignment issues and replaced some cheap textures with their proper brothers and sisters!

Blech, that's a stupid mistake indeed. Thanks :smile: