Leak? Where?
rimj0b_r0dent
Join Date: 2003-03-16 Member: 14581Members
<div class="IPBDescription">I'm confused</div> It says I have a leak in my level and it's from the multimanager. But it is clearly inside the level.
Error:
Warning: === LEAK in hull 0 ===
Entity multi_manager @ (-313,-400, -36)
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 3 ===
Entity multi_manager @ (-313,-400, -36)
1.17 seconds elapsed
----- END hlbsp -----
Error:
Warning: === LEAK in hull 0 ===
Entity multi_manager @ (-313,-400, -36)
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 3 ===
Entity multi_manager @ (-313,-400, -36)
1.17 seconds elapsed
----- END hlbsp -----
Comments
If you know where that entity location is, compile and run the game (even with the leak error), type "pointfile" in the console and then head to that location. You should see some dashed black+white lines leading you to the exact point of the leak.
On my computer, it freezes the whole system when the leak is visible. I don't know if this affects other computers or if mine just blows, but be ready with the reset button. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
what I did is I have a cockpit with skylights and windows around. At first I had a big skybox going around the whole cockpit. Then I changed it so each window had a sky brush covering the outside. Now I changed it back again. Let's see if it works. Yep it woks now. Sorta <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
And just because it runs all over the level doesn't mean you have a lot of leaks. The leak is where it exits the level.
what I did is I have a cockpit with skylights and windows around. At first I had a big skybox going around the whole cockpit. Then I changed it so each window had a sky brush covering the outside. Now I changed it back again. Let's see if it works. Yep it woks now. Sorta <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I had a huge leak problem with my skybox as well. I'm not sure if the following explanation is actually true or if it's just a false interpretation of the reason my fix worked, but here goes....
My skybox was a simple box custom-formed around a bunch of windows. When the window and the skybox edges were touching, I'd get leak errors. When there was at least 1px of space seperating them both, I wouldn't get the error. This doesn't mean having space seeing into the void, but simply move the skybox walls so the edges aren't touching the windows.
My pointfile also led me through several rooms and paths until it finally indicated where the leak was.
Fastest way is to check all the changes you've done since your last successful compile, so compiling often is a good idea.