Frame Models Causing Leaks
-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!
The "stupid" idea what solved the problem, I just made a brush where the pointfile begings. And it was solved.
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.
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.
EDIT
If the problem continues... try to make instances with those models in. Instances won't cause leaks. ![]()
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...
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.
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.