the bit about the light just means that it is the closest entity to the leak same goes for the spawn points to. Just follow the point file and you will solve all your problems
OO <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> I got it. Now I understand what you mean. But the problem is how do I load the pointfile. As it says in WHE, when I open the console and type pointfile, the game crashes and takes me back to the desktop. Then I tried "pointfile co_mapname". It still crashes. I tried copying the pointfile to both ns folder and the map folder. What am I doing wrong here?
I got the map to run by putting a box around the whole thing. (It's only the ready room yet). And there is no name yet either. I just use the name co_something_new for the purpose of compiling.
And as for the map, I got it compiled. So far it's only the ready room. Theres only 2 things that I have to fix. One is I have a blue texture that is suppose to be see through, rendered in "Addictive" making the blue look black. Another thing is I forgot to add some lights in one of the places. Here are 2 screenshots.
The other screenshot. As you can see in this screenshot, I have lights only in the right side. Their is none in the left or the middle. I have to fix that including a couple of other things. Then I'm going to move into real map.
to view the point file open up valve hammer (which im assuming you are using) then click on map -> load point file and if you are using Valve hammer 3.5 the point file will show up in the 3d view and all you have to do is find where it is a redish colour and follow it until you find the leak. Also its never good to put boxes around the outside as it slows down compile times.
And remember brush based entities don't block vis, so it might look like you have a totally fine area, but you might have a func_wall (or another brush based ent) touching the void, causing it to leak.
<!--QuoteBegin-Kester+Oct 13 2004, 07:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Oct 13 2004, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And remember brush based entities don't block vis, so it might look like you have a totally fine area, but you might have a func_wall (or another brush based ent) touching the void, causing it to leak. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ooopsss <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> . Hehehehe.... Now I remember. I dont have any leaks in the map. LOL... I have 3 "func_seethrough" entities covering the wall and theres nothing in the other side.
Thanks a lot for both of you.... I learned something, plus I reminded something that I had long forgotton.
Comments
I got the map to run by putting a box around the whole thing. (It's only the ready room yet). And there is no name yet either. I just use the name co_something_new for the purpose of compiling.
And as for the map, I got it compiled. So far it's only the ready room. Theres only 2 things that I have to fix. One is I have a blue texture that is suppose to be see through, rendered in "Addictive" making the blue look black. Another thing is I forgot to add some lights in one of the places. Here are 2 screenshots.
Ooopsss <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> . Hehehehe.... Now I remember. I dont have any leaks in the map. LOL... I have 3 "func_seethrough" entities covering the wall and theres nothing in the other side.
Thanks a lot for both of you.... I learned something, plus I reminded something that I had long forgotton.