Model Leaks

Avatar
y-aji
91 Posts
Posted Oct 14, 2007
Has anyone else noticed all the props are leaking? maybe it's because i have them placed as static? should you not place static props against the floor or wall? i cant imagine it would matter, though, i have it against, but not even touching the floors and walls.
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.

Advertisement
Registered users don't see ads! Register now!
Avatar
y-aji
91 Posts
Posted Oct 14, 2007
Replied 4 minutes later
I would like to mention, this is still a ways from final project (as you may have guessed.) dont judge too harshly, just yet. And i correct myself, you do not have to use noclip, i forgot, i set up the doors so you could walk through them, just so they were a visual representation of what i was trying to do.
Avatar
msleeper
4,095 Posts
Member
Posted Oct 14, 2007
Replied 18 minutes later
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.

Avatar
y-aji
91 Posts
Posted Oct 14, 2007
Replied 10 minutes later

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.)

Avatar
roger federer
75 Posts
Posted Oct 14, 2007
Replied 6 minutes later
this map looks beautiful. gimme puzzlez!
Avatar
y-aji
91 Posts
Posted Oct 14, 2007
Replied 3 minutes later
my map? manly blushing thanks, i appreciate that. It's the result of 20 hours of ignoring my girlfriend. (i dont know for how much longer i can work with maps, she's starting to get annoyed. Lol)

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.

Avatar
DJ_HiP
16 Posts
Posted Oct 14, 2007
Replied 18 minutes later
Yeah, that is looking like a cool design

keep it up, you're thinking with portals already

Avatar
roger federer
75 Posts
Posted Oct 14, 2007
Replied 28 minutes later
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.
Avatar
Aikar
15 Posts
Posted Oct 14, 2007
Replied 34 minutes later
that file is not big =P I would expect that to be a 'small' size considered for maps!

When you said 'big' i thought it was like 20mb until i scrolled down lol.

Avatar
msleeper
4,095 Posts
Member
Posted Oct 15, 2007
Replied 6 minutes later

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.

Avatar
Grudge
307 Posts
Posted Oct 15, 2007
Replied 2 hours later
Cameras are surprisingly easy to make your cameras move and look at you. A simple flag.
Avatar
Robinson
32 Posts
Posted Oct 15, 2007
Replied 4 hours later

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:

http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.

Avatar
y-aji
91 Posts
Posted Oct 15, 2007
Replied 42 minutes later

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:

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

Avatar
Grudge
307 Posts
Posted Oct 15, 2007
Replied 1 hour later
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.
Avatar
y-aji
91 Posts
Posted Oct 15, 2007
Replied 5 hours later

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?

Avatar
msleeper
4,095 Posts
Member
Posted Oct 15, 2007
Replied 31 minutes later
You have to compile it in hl2dm/css/whatever you are currently using in Hammer to make the maps in. TF2 mapping has the same problem, and it will be resolved when the SDK is updated.
Avatar
y-aji
91 Posts
Posted Oct 15, 2007
Replied 1 minute later
cool, yeah, i just tried that out of shear desperation and found it worked.
Advertisement
Registered users don't see ads! Register now!