What Did I Do Wrong?

LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
<div class="IPBDescription">Help please</div> <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Warning: === LEAK in hull 0 ===
Entity func_resource @ (1792,-832, 128)
Error:
 A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region.  The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted.  Some complex rotating objects entities need
their origins outside the map.  To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity team_command @ (2517,-840, 192)
Warning: === LEAK in hull 2 ===
Entity team_command @ (2517,-840, 192)
Warning: === LEAK in hull 3 ===
Entity team_command @ (2517,-840, 192)
0.81 seconds elapsed

-----   END   hlbsp -----<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

Comments

  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Quite simply, your map has a hole in it.

    You are using the "Snap to Grid" setting, yes?

    Also, remember if you have an entity ( func_anything ) touching the void ( ie everything outside the map ), that counts as a hole.
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    Heres a picture what exactly did i do wrong my marine start is coming togeather or im a noob mapper. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    The entity name and coordinates given in the log file (see bolded parts) indicate the entity closest to the actual leak. Look around that area, and you should find it. It could be something as small as 1px, so you might also benefit from zooming way in on the grid views (front/top/side) and make sure all the lines are where they should be.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->.....
    Warning: === LEAK in hull 1 ===
    Entity <b>team_command</b> @ (<b>2517</b>,<b>-840</b>, <b>192</b>)
    .....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    a leak in all 3 hulls eh? nasty. load the pointfile up in hammer and compile your map and use noclip to follow the path to the leak area. youll also have to load the particles up too, say 10,000 or so is a good figure.
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    edited April 2003
    <!--QuoteBegin--LiquidMetal+Apr 19 2003, 06:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LiquidMetal @ Apr 19 2003, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> huh?    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Let the map compile and run, even with the leak. Once the map loads (<i>it'll be fullbright because lighting wasn't done</i>), bring up the console (~ button), type "pointfile", then press ~ again to get rid of the console.

    When you're near the actual leak in-game, you'll get white dots that seem to float in the air. Follow them and it'll eventually lead you straight to the leak.

    When the leak is visible, it always freezes up my computer. Most people don't seem to have the freezing problem, fortunately.
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    ok i move the comm chair around to driffernt sopt and it gave me the same error but with a driffernt code line error
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Look around here. Giant heap of wisdom for all things HL related..

    <a href='http://collective.valve-erc.com/index.php?area=forums' target='_blank'>http://collective.valve-erc.com/index.php?area=forums</a>

    Maybe register on the forums. Just use the "search" button first, or risk a slight flaming..<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Seriously though, they can answer almost everything HL, rather than NS related..handy place..
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    Why is the celing a enty, are you making it <span style='color:red'>func_seethrough</span> it seems that that will cause a major leak sence there isnt a wall there at all. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    no the celling is a soild with 6 sides it says nto a func or a enty
  • thejackalthejackal Join Date: 2003-02-15 Member: 13575Members
    by the looks of the picture 1/2 of the room is a entity
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    edited April 2003
    what do you mean when i take out the comm chair and the res novs its fine but when i put them in it won't compile :/ If u have ever run into this prob what did you do to fix it ?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    hte way the level is rendered makes a box,
    now imagine that your box is filled with water
    if water can get out at all the size of teh level becomes infinate
    this is very very bad.

    the easyest way to find a leak is teh "big box" method
    one puts a huge brushj over half of teh level if the leak goes away its inside teh box if not its in teh other half continue untill the hole is found and tehn block it off (helps if the render mode in hammer is set to solid

    if that dont fix it lemme know
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Wow. Does no one else see this? Look at the object that's currently selected, and look where it is. You have a func_door serving as part of your wall. To the compiler, that's one big hole, as entities are not treated as solids as far as bsp is concerned. It also looks like most of the room (as someone else mentioned) is composed of brush entities too (these normally show up as pink outlines in the editor), but then those <i>might</i> just be grouped. Brush entities cannot be used as walls to seal your map from the void.
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    edited April 2003
    <!--QuoteBegin--Relic25+Apr 19 2003, 05:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Relic25 @ Apr 19 2003, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow.  Does no one else see this?  Look at the object that's currently selected, and look where it is.  You have a func_door serving as part of your wall.  To the compiler, that's one big hole, as entities are not treated as solids as far as bsp is concerned.  It also looks like most of the room (as someone else mentioned) is composed of brush entities too (these normally show up as pink outlines in the editor), but then those <i>might</i> just be grouped.  Brush entities cannot be used as walls to seal your map from the void. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actully thats not a wall thats a door lol theres 2 doors in the marin start ok one way to the middle and 1 to a hive its allmost all planed out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Soo, entities touching the void = hole?

    Isn't that what I said?

    /me runs and doesn't bother getting into an arguement with leet map guy who made my favourite NS map ever..
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    edited April 2003
    That's my whole point. You can't have a func_door there and no wall brush and expect the map to compile without a leak. Comprende?

    CHHE: You can have a brush entity touching the void, but at least part of it must be 'inside' the map, and it can't be used to plug a hole to seal the map.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited April 2003
    Ooo didn't know that, ta.

    Always assumed, outside map = compile error
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    (Step one down now i wonder whats i got to do now hum)


    1 brushes (totalling 6 sides) discarded from clipping hulls
    CreateBrush:
    10%...30%...Error: Entity 0, Brush 24: outside world(+/-4096): (3056,-4112,-4068)-(4112,-2992,-3868)
    Error: brush outside world
    Description: The map has a problem which must be fixed
    Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

    Error: Entity 0, Brush 24: outside world(+/-4096): (3056,-4112,-4068)-(4112,-2992,-3868)
    Error: Entity 0, Brush 24: outside world(+/-4096): (3040,-4128,-4064)-(4128,-2976,-3872)
    Error: Entity 0, Brush 24: outside world(+/-4096): (3040,-4128,-4064)-(4128,-2976,-3872)
    Error: Entity 0, Brush 24: outside world(+/-4096): (3056,-4112,-4050)-(4112,-2992,-3886)
    Error: Entity 0, Brush 24: outside world(+/-4096): (3056,-4112,-4050)-(4112,-2992,-3886)
    Error: Entity 0, Brush 26: outside world(+/-4096): (3056,-4112,-3620)-(4112,-3056,-3484)
    Error: Entity 0, Brush 26: outside world(+/-4096): (3056,-4112,-3620)-(4112,-3056,-3484)
    Error: Entity 0, Brush 26: outside world(+/-4096): (3040,-4128,-3616)-(4128,-3040,-3488)
    Error: Entity 0, Brush 26: outside world(+/-4096): (3040,-4128,-3616)-(4128,-3040,-3488)
    Error: Entity 0, Brush 26: outside world(+/-4096): (3056,-4112,-3602)-(4112,-3056,-3502)
    Error: Entity 0, Brush 26: outside world(+/-4096): (3056,-4112,-3602)-(4112,-3056,-3502)
    50%...Error: Entity 0, Brush 29: outside world(+/-4096): (3056,-3353,-3684)-(4112,-3257,-3548)
    Error: Entity 0, Brush 29: outside world(+/-4096): (3040,-3369,-3680)-(4128,-3241,-3552)
    Error: Entity 0, Brush 29: outside world(+/-4096): (3056,-3353,-3666)-(4112,-3257,-3566)
    Error: Entity 0, Brush 30: outside world(+/-4096): (3056,-3609,-3684)-(4112,-3513,-3548)
    Error: Entity 0, Brush 30: outside world(+/-4096): (3040,-3625,-3680)-(4128,-3497,-3552)
    Error: Entity 0, Brush 30: outside world(+/-4096): (3056,-3609,-3666)-(4112,-3513,-3566)
    60%...80%...Error: Entity 45, Brush 0: outside world(+/-4096): (3056,-4058,-4068)-(4112,-3961,-3484)
    Error: Entity 45, Brush 0: outside world(+/-4096): (3040,-4074,-4064)-(4128,-3945,-3488)
    Error: Entity 45, Brush 0: outside world(+/-4096): (3056,-4058,-4050)-(4112,-3961,-3502)
    Error: Entity 50, Brush 0: outside world(+/-4096): (3077,-4112,-4068)-(3165,-3001,-3484)
    Error: Entity 50, Brush 0: outside world(+/-4096): (3061,-4128,-4064)-(3181,-2985,-3488)
    Error: Entity 50, Brush 0: outside world(+/-4096): (3077,-4112,-4050)-(3165,-3001,-3502)
    (0.07 seconds)

    ----- END hlcsg -----
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Those errors are usually the result of improper vertex manipulation, carving, or clipping operations. Essentially what happens is that a brush distorts and shoots a vertex or spike way outside of the allowable boundaries. The easiest solution is just to find the brushes (#24, 26, 29, and 30) and the brush entities (#45 and 50) and either delete them or fix them.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    also happens if any brush is off the grid in hammer
  • LiquidMetalLiquidMetal Join Date: 2003-03-27 Member: 14917Members
    Thx very much guys but i got it thank you all very much i should be releasing some screen shots on my map soon its 1% done thx
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