Finding Leaks//bsp Holes

SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
edited August 2003 in Mapping Forum
<div class="IPBDescription">whatever they are called</div> uh...i cant find it all i know is if i look up hl freezes <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

heres my log:

hlcsg v2.5.3 rel Custom Build 1.7p11 (Aug 15 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: "C:\Documents and Settings\Steve\My Documents\Mikes\zhlt_1.7p11\hlcsg.exe"-wadinclude ns.wad -wadinclude ns_eclipse.wad -wadinclude ns_tanith.wad -wadinclude ns_nothing.wad -wadinclude ns_lost.wad -wadinclude liquids.wad -chart C:\Sierra\Half-Life\ns\maps\ns_skorch.map
Entering C:\Sierra\Half-Life\ns\maps\ns_skorch.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 8388608 ] [ 8388608 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[ns.wad]
[ns_eclipse.wad]
[ns_tanith.wad]
[ns_nothing.wad]
[ns_lost.wad]
[liquids.wad]

10 brushes (totalling 64 sides) discarded from clipping hulls
CreateBrush:
(0.22 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.63 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 1072/65535 21440/1310700 ( 1.6%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 206/32767 8240/1310680 ( 0.6%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/8388608 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 29680 bytes ===

Including Wadfile: \sierra\half-life\ns\ns_eclipse.wad
- Contains 5 used textures, 21.74 percent of map (40 textures in wad)
Including Wadfile: \sierra\half-life\ns\ns.wad
- Contains 13 used textures, 56.52 percent of map (578 textures in wad)
Including Wadfile: \sierra\half-life\ns\ns_tanith.wad
- Contains 3 used textures, 13.04 percent of map (101 textures in wad)
Including Wadfile: \sierra\half-life\ns\ns_nothing.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Including Wadfile: \sierra\half-life\ns\ns_lost.wad
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Including Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)

added 7 additional animating textures.
Warning: ::FindTexture() texture GENERIC028 not found!
Warning: ::FindTexture() texture DRKMTLT_BORD11 not found!
Warning: ::LoadLump() texture DRKMTLT_BORD11 not found!
Warning: ::LoadLump() texture GENERIC028 not found!
Texture usage is at 0.69 mb (of 4.00 mb MAX)
1.08 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p11 (Aug 15 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: "C:\Documents and Settings\Steve\My Documents\Mikes\zhlt_1.7p11\hlbsp.exe"-chart C:\Sierra\Half-Life\ns\maps\ns_skorch.map

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity cycler @ ( -12,-1019,-256)
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 info_player_start @ ( 144,-176,-192)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( 144,-176,-192)
Warning: === LEAK in hull 3 ===
Entity cycler @ (-403,-336,-132)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/400 768/25600 ( 3.0%)
planes 1072/65535 21440/1310700 ( 1.6%)
vertexes 818/65535 9816/786420 ( 1.2%)
nodes 419/32767 10056/786408 ( 1.3%)
texinfos 206/32767 8240/1310680 ( 0.6%)
faces 625/65535 12500/1310700 ( 1.0%)
clipnodes 859/32767 6872/262136 ( 2.6%)
leaves 283/8192 7924/229376 ( 3.5%)
marksurfaces 886/65535 1772/131070 ( 1.4%)
surfedges 3034/512000 12136/2048000 ( 0.6%)
edges 1612/256000 6448/1024000 ( 0.6%)
texdata [variable] 727680/4194304 (17.3%)
lightdata [variable] 0/8388608 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 3621/524288 ( 0.7%)
30 textures referenced
=== Total BSP file data space used: 829273 bytes ===
0.72 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p11 (Aug 15 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: "C:\Documents and Settings\Steve\My Documents\Mikes\zhlt_1.7p11\hlvis.exe"-full -chart C:\Sierra\Half-Life\ns\maps\ns_skorch.map
>> There was a problem compiling the map.
>> Check the file C:\Sierra\Half-Life\ns\maps\ns_skorch.log for the cause.

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p11 (Aug 15 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: "C:\Documents and Settings\Steve\My Documents\Mikes\zhlt_1.7p11\hlrad.exe"-extra -bounce 1 -chart C:\Sierra\Half-Life\ns\maps\ns_skorch.map
>> There was a problem compiling the map.
>> Check the file C:\Sierra\Half-Life\ns\maps\ns_skorch.log for the cause.

----- END hlrad -----

if u want i can send rmf or map or w/e you cant copy much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

//EDIT: reading over it for the third time i noticed it said cycler entity...o_0\\

Comments

  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    If you can't view the pointfile in HL ("i look up hl freezes "), you can load it in hammer

    Map -> Load Pointfile

    The cyler mentioned in the log ist just the entity where the pointfile starts. Load the pointfile, search the cycler an follow the red line until you found your leak.
  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    If you are using "The Hammer" you can easily find the leak. All you need is the .lin file it generated upon the leak error.


    Open up your map, then click on 'Map' to the right of 'Edit' in the top menu. Now click on 'Load Pointfile'. This should draw a red line in the suspicious area near the gap...in your map.

    Before compiling again, remember to 'Unload Pointfile' from the Edit menu.


    Quark works just as well, without the .lin file. Simply click on 'Search' and then 'Holes in map'.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited August 2003
    yea i knew apout the point file i load it up and it is a crazy mess...but i did not know i can follow it to my hole...tY!

    //err...well i thought that would work but my red "Line" is a red mess...thats not gonna work...

    HELP?\\
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    You just have to stick with the line...at some point it will move from the inside of your map to the void.

    Just in case you forgot, make sure that you have no brush entities touching the void.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Pointfile viewing in Hammer works better in the <a href='http://collective.valve-erc.com/index.php?go=hammer_beta' target='_blank'>Hammer 3.5 Beta</a>, I believe. In 3.4 it is indeed just a red mess.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited August 2003
    ok yes that works really well specially with it now in 3d view...but i followed my lines and i dont understand
    they go right thru the walls...where no seams in brushes are or anything???
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Once the points leave the interior of the map, I think they go zinging everywhere, including back through brushes. If the brush isn't an entity or isn't screwed up somehow, there should be another point where the red line leaves the interior of your map via the leak.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited August 2003
    well i can get the &%(*#&%(*# thing to work here:

    im me with AIM cause geocities sucks, for the file @ xxb00z3rxx or ill email it you or w/e

    megroll@mtu.edu
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I should add, you should start following the line from the entity the compiler is tracing it from. So, if you can't find the leak, find the entity first. Who knows, maybe its in the void and there is no leak. And there is no spoon.

    I IM'ed you but you're away. Follow the white rabbit.

    I'm in a Matrix sort of mood right now. Forgive me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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