<div class="IPBDescription">Need some help with mapping!</div> Hi,
i have a problem in my map. Everytime i make the entity info_player_start it gives a leak error now matter how i replace or build walls around ... Can someone plz help me !!
1. Just to double check, with no player starts you have no leaks? 2. You put your player start in a place that a player could be (inside the map, not touching any brushes)? 3. ALL the entities need to be inside the map. Even the map_info thingie. (I spent like 3 evenings finding that one.)
yep make sure spawns and other things like resources, command chair are floating. they dont need to be touching the floor. in game items appear on the floor properly
Yeah, I get same problem but this time it's light_environment entity causing the leak. I've checked everywhere and I'm 100% sure that the light_environment entity is inside the rooms.
the error shows just one point entitie that is "close to" the leak and that is inside the hull that has the leak. If you change the entitie locations there can still be another entitie in the leaking hull. Fix the leak in the hull and not the entities inside of it.
Just if f there is an entitie in the void (outside the map) it causes a huge leak -> delete this entitie.
i just made 4 walls a roof and a floor and a func_player_start. When i put the player start in the map it gives the leak
btw ... i had some probles with the sky texture 2, when im ingame and i look at it it crashed can someone explain that ? (Do you have to put the sky texture on top of the map or on top of the piece of map whos outside <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->)
Firstly, try making the "test" map you described above, but hollow out a block, instead of making the walls etc yourself, to rule out any chance of a manual leak being created.
Secondly, this doesn't sound likely, but i've been caught out in the past by tieing outside walls/floors etc to a func_something, which the game doesn't like, and considers a leak.
It works now, I gonna use hollow more from now one.
btw what could have caused this ? I only builded 4 walls and a ceiling and floor.
Btw ... What about ns sky textures. Are they good ? and how do i make em ? I made the ceiling with the texture sky and changed the map properties to the sky : mars It works but it crashed after 2 seconds of lookin at it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
There must have been a gap in your map, thats all. The Sky: Make a solid brush and place a Texture named "Sky" on (all sides of) it. This brush will cause no +polygon_count ingame , its just replaced by a sky background. the 6 sky pictures (up down N E S W) are determined by "Map" "map properties" "cl_skyname" the skys are somewere in any "Env" folder of HL or your mod.
Sky Brushes (allthough they are solid) do not block Vis -> you can see whats behind them if theres something behind.
<b>Sky is just a texture</b> (on a brush) that let you look to a sky-wallpaper wich has infinite distance to you. Instead of looking at a texture you look at "sky". Make every brush of your simple hollowed box painted with sky texture, but not the bottom, and sky is all around you. If you hafe a flat window, one sky brush behind it will be enough. (but wont look good sometimes) If you want to show some stuff outside the window (looks better) your sky-room/space around that window must be bigger.
and make sure you run BOTH hlCSG.exe and hlBSP.exe
those two are needed to make a map.
also make sure that there are no spaces between brushes. even if it is one or less than one WC unit it can still cause a leak. also make sure you have a texture besides AAA or NULL on your box. players pass through AAA or NULL textured brushes (last i remember)
The entity it lists is just a start of the leak to help you find where the actual leak is, if there are no entites in the map it is not a map and that is why when you take them out it seems to work, if when you load your map in NS and providing it doesnt crash HL back to the desktop or lock up, bring down the console and type in pointfile and that will make a line appear somewhere where the leak is and should point to the leak generally
Comments
2. You put your player start in a place that a player could be (inside the map, not touching any brushes)?
3. ALL the entities need to be inside the map. Even the map_info thingie. (I spent like 3 evenings finding that one.)
I've checked everywhere and I'm 100% sure that the light_environment entity is inside the rooms.
If you change the entitie locations there can still be another entitie in the leaking hull.
Fix the leak in the hull and not the entities inside of it.
Just if f there is an entitie in the void (outside the map) it causes a huge leak -> delete this entitie.
btw ... i had some probles with the sky texture 2, when im ingame and i look at it it crashed can someone explain that ? (Do you have to put the sky texture on top of the map or on top of the piece of map whos outside <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->)
Firstly, try making the "test" map you described above, but hollow out a block, instead of making the walls etc yourself, to rule out any chance of a manual leak being created.
Secondly, this doesn't sound likely, but i've been caught out in the past by tieing outside walls/floors etc to a func_something, which the game doesn't like, and considers a leak.
Hope this helps :/
I LUV U !!!
It works now, I gonna use hollow more from now one.
btw what could have caused this ?
I only builded 4 walls and a ceiling and floor.
Btw ... What about ns sky textures. Are they good ? and how do i make em ? I made the ceiling with the texture sky and changed the map properties to the sky : mars It works but it crashed after 2 seconds of lookin at it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
The Sky:
Make a solid brush and place a Texture named "Sky" on (all sides of) it.
This brush will cause no +polygon_count ingame , its just replaced by a sky background.
the 6 sky pictures (up down N E S W) are determined by "Map" "map properties" "cl_skyname"
the skys are somewere in any "Env" folder of HL or your mod.
Sky Brushes (allthough they are solid) do not block Vis -> you can see whats behind them if theres something behind.
Instead of looking at a texture you look at "sky".
Make every brush of your simple hollowed box painted with sky texture, but not the bottom, and sky is all around you.
If you hafe a flat window, one sky brush behind it will be enough. (but wont look good sometimes)
If you want to show some stuff outside the window (looks better) your sky-room/space around that window must be bigger.
Download HL's tools by doing a search for:
Zoner's Half Life Compile Tools
and make sure you run BOTH hlCSG.exe and hlBSP.exe
those two are needed to make a map.
also make sure that there are no spaces between brushes. even if it is one or less than one WC unit it can still cause a leak. also make sure you have a texture besides AAA or NULL on your box. players pass through AAA or NULL textured brushes (last i remember)