Impossible Leaks [Fixed]

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Brainstatic
219 Posts
Posted Jun 28, 2011
I'm new to Hammer, so I might be missing something really obvious, but as far as I can tell, this leak is impossible.

I was making some revisions to my map Twin Pillars, and did quick compile as I occasionally do to help make sure I don't make leaks. Turns out that an indicator panel was leaked, so I loaded the pointfile. I didn't entirely understand why it was a leak, but I did overlap a few brushes in the area and change a some nodraw textures to black metal textures.

So I unloaded the pointfile, compiled again, and there was still a leak. So I loaded the pointfile again, and there was another leaked entity. Once again, I didn't understand why it was a leak, so I just did the same thing I did to "fix" the last leak. What I did fixed that leak, but there is just one more leaked entity every time. So then with the fifth leak or so, shown in the link below, I really am almost entirely sure that this leak is impossible.

I have done map-Check for problems and only found a few entities with bad I/O connections, which still worked despite what the error report said. I have tried closing Hammer and starting it back up, but to no avail. I have manually checked in other places in the map without the pointfile loaded and found no leaks. I have replaced every single nodraw texture in the whole map with a black metal texture, which fixed nothing.

Help would be appreciated. Thank you.

Image: http://i.imgur.com/rgKeY.jpg
My Log file (which may not be the entire thing due to online text hosting): http://pastebay.com/130240?p=admin&submit=unlock

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Marlovious
111 Posts
Posted Jun 28, 2011
Replied 12 minutes later
The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.
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Hober
1,180 Posts
Posted Jun 28, 2011
Replied 26 minutes later

Marlovious wrote:
The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.

:potd:

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Brainstatic
219 Posts
Posted Jun 28, 2011
Replied 20 minutes later

Marlovious wrote:
The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.

I followed the red line in both directions, carefully looked at every brush it touched, even overlapped some brushes to make sure there were no leaks, and it just drew a different line for the same entity, again right through the solid ceiling. The fact that this is the same entity as last time could mean this is THE first leaked entity, so that might actually be some progress.

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Marlovious
111 Posts
Posted Jun 28, 2011
Replied 2 hours later

BOB74j wrote:
Marlovious wrote:

The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.

I followed the red line in both directions, carefully looked at every brush it touched, even overlapped some brushes to make sure there were no leaks, and it just drew a different line for the same entity, again right through the solid ceiling. The fact that this is the same entity as last time could mean this is THE first leaked entity, so that might actually be some progress.

The point is, it's not the entity that is at fault, but the brush that the red line goes through. Delete that brush and recreate it.

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Brainstatic
219 Posts
Posted Jun 28, 2011
Replied 10 minutes later
To prove that I'm pretty confident these leaks are impossible, I uploaded a YT video of me following the red line in my map in Hammer. The line goes from an overlay on the wall, straight through the solid brush with solid, visible textures on all faces, and out into the void.

The video looks kind of bad because I recorded it with Fraps, which apparently does not like Hammer, and did no editing whatsoever. But anyway, here it is: Wk7eCyrIpDA

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Brainstatic
219 Posts
Posted Jun 28, 2011
Replied 22 minutes later

Marlovious wrote:
BOB74j wrote:

Marlovious wrote:

The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.

I followed the red line in both directions, carefully looked at every brush it touched, even overlapped some brushes to make sure there were no leaks, and it just drew a different line for the same entity, again right through the solid ceiling. The fact that this is the same entity as last time could mean this is THE first leaked entity, so that might actually be some progress.

The point is, it's not the entity that is at fault, but the brush that the red line goes through. Delete that brush and recreate it.

I'm trying that now. And it seems to be working. It's fixing each leak... but individually. I think I screwed something up big time, because thus far it seems like I'm going to have to delete and recreate EACH AND EVERY SINGLE BRUSH IN THE MAP.
:notwant:

I thought about using system restore, but my last restore point was from five days ago. It really would be faster to just delete and remake every brush. If anyone has any ideas, let me know, preferably before I finish replacing all the brushes.

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Brainstatic
219 Posts
Posted Jun 28, 2011
Replied 24 minutes later
Wait. I think I fixed it. After replacing about 20 brushes, I found one where the red line went through an actual hole rather than through the brush itself. I closed that off, and now it works! Thanks for the help!
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Marlovious
111 Posts
Posted Jun 28, 2011
Replied 14 minutes later

BOB74j wrote:
Wait. I think I fixed it. After replacing about 20 brushes, I found one where the red line went through an actual hole rather than through the brush itself. I closed that off, and now it works! Thanks for the help!

The point file can be a life saver. Good to hear it worked.

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WinstonSmith
940 Posts
Posted Jun 28, 2011
Replied 53 minutes later
Yarrr, ye be triple posting. There be an "Edit" button for them reasons.

Also, if you had to replace about 20 brushes before there were finally no leaks, you're doing something wrong. If a brush is the only thing separating the inside of your map to the void outside, leave it as a world brush. Do not make it a func_ anything. Also, texture doesn't matter, so you can keep using nodraw when you want.

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kwp21 pitts
260 Posts
Posted Jun 28, 2011
Replied 4 hours later
Any time you map you first start with a grid size of 32 or 64 units, Make the boundaries of the level, and then add the mechanics in between testing them. Always work in baby-steps.
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Rand0mNumbers
76 Posts
Posted Jun 29, 2011
Replied 3 hours later
I find the following helpful in finding and fixing leaks:

Go to the Auto tab under Visgroups.
Uncheck everything except "World Geometry".
Look for holes.

Note: If you have any instances with world geometry that join into your level (ex: elevators), you should probably check "Point Entities" and make sure they are aligned.

Additionally, if an entity's origin is outside the map, you'll get leaks in a sealed map.

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DaMaGepy
361 Posts
Posted Jun 29, 2011
Replied 1 hour later

Marlovious wrote:
The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.

Ye, finding weird leaks easier, if you hide func_details (uncheck it at visibility options panel thingie). And you dont need to unload the pointfile before you load the new one. Also if the leak starts and ends outside the map, its good to select the whole map (or part of it) to see if an origin dot causes the leak. If jes, then just try to find to what object it belong (selecting less and less part of the map) and then choose center origins from the right click menu. Also sometimes the compiler names the entity that leaked.

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Brainstatic
219 Posts
Posted Jun 29, 2011
Replied 6 hours later
Thank you everyone for all the tips! I should have version 1.2 of Twin Pillars uploaded sometime this week or early next week.