Phantom Leak
ImaTarget
Join Date: 2002-11-01 Member: 3415Members
<div class="IPBDescription">is there something like this?</div> Because it drives me NUTS. from one compile to antoher i suddenly got a leak without changing anything on the real "outer" architecture. I can´t use the pointfile because HL will just crash on opening the map. Sooo i went ahead and used the block method. it seems i found the "leak" or at least the area it is supposedly is in. its the exact position where a door connetcs 2 areas. so i went ahead and started to make the block smaller and smaller. alas i could not pinpoint the leak...
i only DONT have a leak if i seperate the 2 areas from another with a solid brush. if there is an opening between these 2 areas (at least so it seems to me) i have a leak. there are entities in both parts, so it cant be that one half has the leak and the other one is fine. I looked very cloesly there is NO LEAK that i can find. i have tried to find it for almost 2 hours now tested it backwards and forwards... if both are seperated it works, if its not it doesn´t... i tried deleting etities etc always the same.
i have the exact same map saved with different name and guess what? NO LEAK! there is only one minor difference between the 2. in the leak version i pasted a new room into. after compiling i had the leak. so i thought i am clever and delete the new area to compile it seperatly, sealed of the "old" map, compiled and still had the leak. and for your info in the new room there wasnt a single entity and there is none outside of the world <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> i can keep on working on the map for now using the "older" safe. but this really freaks me out and i want to know what the hell is up with this. I can´t stand unsolved riddles...
Anyone has a clue what this could be about?
i only DONT have a leak if i seperate the 2 areas from another with a solid brush. if there is an opening between these 2 areas (at least so it seems to me) i have a leak. there are entities in both parts, so it cant be that one half has the leak and the other one is fine. I looked very cloesly there is NO LEAK that i can find. i have tried to find it for almost 2 hours now tested it backwards and forwards... if both are seperated it works, if its not it doesn´t... i tried deleting etities etc always the same.
i have the exact same map saved with different name and guess what? NO LEAK! there is only one minor difference between the 2. in the leak version i pasted a new room into. after compiling i had the leak. so i thought i am clever and delete the new area to compile it seperatly, sealed of the "old" map, compiled and still had the leak. and for your info in the new room there wasnt a single entity and there is none outside of the world <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> i can keep on working on the map for now using the "older" safe. but this really freaks me out and i want to know what the hell is up with this. I can´t stand unsolved riddles...
Anyone has a clue what this could be about?
Comments
Try to run the map in software mode... if hl still chrashes, load the pointfile in hammer/wc ("map", "load pointfile")
good luck <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
*EDIT* OK SOMEBODY SHOOT ME RIGHT NOW!
...... ok just to make shure i understand correctly: Pointentities can?t be in the void, and brushbased entities cant face the void. BUT if they are in an area in wich is a leak and this area is sealed of, that does not seem to be a problem? the leak was in the 2nd area where i had only func_illus and nothing else, wich didnt give me a leak error as i replaced the door with a solid brush. hence my confusion because i thought i should still get a leak error caused by the func illus?
another reason could be a non-complanar (not flat) polygon. The compiler moves the corners "randomly" (depends on used exe) to make all polygons flat. -> leaks.
If there are 2 leaks close to each other the block method gets tricky, one closed leak opens the other leak sometimes.
<b>Brush entities of any kind do not block VIS and are ignored by all mayor compiling processes (especially hull creation). </b>
Brush entities in the void do not cause leaks (as long as they cant "carve holes" in a hull)
<b>point entities are the bone of leaks - every point entity creates a hull, if its not already in the hull of another point entity - if the hull has a leak the leak error sould gie you the coords of the point entity that started the leaked hull</b>
Point entities in the void should make you reconsiddering of mapping anyting, because they cause the bigges leaks.