Model Leaks
My buttons, doorframes, and some doors are doing it.
It states:
* leaked *
Entity prop_static (132.69 204.77 -111.74) leaked!
I'm also concerned, once my map got a bit more complicated, it slowly took longer and longer to process, up to about 5 to 10 minutes, now it's back down to like 1 minute again, i'm concerned that as it has gotten larger, it has started acquiring leaks, but I have looked at every inch and make sure that all outer walls are at least 32w, so it's easy to debug later.
Any suggestions?
I'm going to post the map, you have to turn on sv_cheats and noclip to 1 to do a whole lot because the doors still dont activate. Also, I am still trying to figure out how to make water kill you. So, the area that looks like there should be water... there should.
1.) The leak. This doesn't mean the prop itself is leaking, that is just the nearest entity to the leak. Load up the map, and then load up the pointfile. This will draw a visible line from the entity to the leak (though it will probably bounce around all over the place first).
2.) As far as a longer compile time, fixing your leak should help resolve that. After that, make sure you are using proper optimization techniques (func_detail, etc.).
3.) The doors are probably a prop_dynamic, and you need to trigger them to open. See the SDK example on prop_dynamics.
4.) Try trigger_hurt to make a volume of damage around your water.
msleeper wrote:
A lot of things here:1.) The leak. This doesn't mean the prop itself is leaking, that is just the nearest entity to the leak. Load up the map, and then load up the pointfile. This will draw a visible line from the entity to the leak (though it will probably bounce around all over the place first).
2.) As far as a longer compile time, fixing your leak should help resolve that. After that, make sure you are using proper optimization techniques (func_detail, etc.).
3.) The doors are probably a prop_dynamic, and you need to trigger them to open. See the SDK example on prop_dynamics.
4.) Try trigger_hurt to make a volume of damage around your water.
thanks 
bear with me, how do you load the pointfile? And, you say optimization techniques? In what way do i use func_detail? Just place that in each room? (Sorry, it's been a long time since I've done this stuff. Please bear with me. If you dont want to tell me, I can research it. What you have told me already is vastly helpful.)
Oh, and I looked up how to load the pointfile, and must say. AWESOME!!!! I never knew about that, that will save me hours of searching for one little issue. I found that and it resolved everything. Thank you msleeper. And, you dont have to detail everything, i found info on what you were speaking of much more quickly than i expected.
keep it up, you're thinking with portals already 
When you said 'big' i thought it was like 20mb until i scrolled down lol.
roger federer wrote:
why don't any of ya'll cameras fall off at all? not a mapper, but i think it's interesting, they must have put a little script in.
I bet there is some sort of entity setup for making cameras fall off. I have yet to look at the official maps yet, but I am sure that is what it is.
Also tested it for a bit. I dunno what the term 'leaking props' means so I just summed up a few things i noticed here:
-
Map looks the most 'portallish' of any custom map I've played so far

-
Had a weird window glitch. Screenshot to explain: http://www.xs4all.nl/~dianajo/challenge10000.jpg
-
Button won't open the door:
http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.
Robinson wrote:
Also tested it for a bit. I dunno what the term 'leaking props' means so I just summed up a few things i noticed here:
Map looks the most 'portallish' of any custom map I've played so far
Had a weird window glitch. Screenshot to explain: http://www.xs4all.nl/~dianajo/challenge10000.jpg
Button won't open the door:
http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.
Yeah, i CANNOT figure out how to get that glass to process properly, i origionally thought that it was because of the cubemaps being missing, but any time i add cubemaps everything turns purple and looks really bad, so i'm not sure, in the next day or so, when i totally finish the map (now that doors actually work
, I'll probably be asking people if they can figure out from how it looks, to fix the cubemaps
Grudge wrote:
It is cubemaps. Cubemaps aren't simply placed and that's it, you must go to console and type 'buildcubemaps' then you'll see faces and angles of the cubemaps building the lighting.
When i run buildcubemaps, it crashes my game. this is the following response to buildcubemaps:
] buildcubemaps
Can't load vtex_dll.dll
After this, I can no longer move and have to recompile the map.
Any suggestions?