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Posts written by OneGuy:



User
The check for problem does not work .. The cutting tool can cut the large area. That would solve the problem?
User
superjer said:
For future reference, if you really cannot find a leak, you can use a binary search to find it.

Place a giant brush to block out half of your map, making it completely solid. Then compile and see if it leaks or not. Whatever happens, you'll know which half of the map has the leak.

You can repeat this process until you only have a small area left which must contain the leak.

Caveat: It is possible, although unlikely, that when you divide the map in half, you also divide the leak in half. This could cause both halves to leak, or neither, depending on the geometry.

Also it is possible there are multiple leaks.


i did it with the sky. thank you!
User
So I have a compiler problem .. That even with the environmental light and only light I have 100% brightness as you described. Here is a diary compiler:

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg-nowadtextures catpee
Entering catpee.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|---------------- ---------
threads [2] [Varies]
verbose [off] [off]
log [on] [on]
developer [0] [0]
chart [off] [off]
estimate [off] [off]
max texture memory [4194304] [4194304]
max lighting memory [6291456] [6291456]
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 [off] [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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.33 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.08 seconds)

Using Wadfile: \ documents and settings \\ desktop \ 3 \ cstrike.wad
- Contains 2 used textures, 3.85 percent of map (123 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 1 \ xeno.wad
- Contains 4 used textures, 7.69 percent of map (264 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 4 \ decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 5 \ halflife.wad
- Contains 44 used textures, 84.62 percent of map (3116 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 6 \ cs_dust.wad
- Contains 2 used textures, 3.85 percent of map (28 textures in wad)

added 8 additional animating textures.
Texture usage is at 0.72 mb (of 4.00 mb MAX)
2.95 seconds elapsed

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



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp catpee

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|------------------ -------
threads [2] [Varies]
verbose [off] [off]
log [on] [on]
developer [0] [0]
chart [off] [off]
estimate [off] [off]
max texture memory [4194304] [4194304]
priority [Normal] [Normal]

noclip [off] [off]
nofill [off] [off]
noopt [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 8192)


SolidBSP [hull 0] 500 ... 1000 ... 1047 (0.25 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500 ... 1000 ... 1031 (2.56 seconds)
SolidBSP [hull 2] 500 ... 994 (4.09 seconds)
SolidBSP [hull 3] 500 ... 1000 ... 1140 (8.45 seconds)
19.75 seconds elapsed

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



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis catpee
618 portalleafs
1659 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|------------------ -------
threads [2] [Varies]
verbose [off] [off]
log [on] [on]
developer [0] [0]
chart [off] [off]
estimate [off] [off]
max texture memory [4194304] [4194304]
max vis distance [0] [0]
priority [Normal] [Normal]

fast vis [off] [off]
full vis [off] [off]


BasePortalVis:
(1.86 seconds)
LeafThread:
(39.73 seconds)
average leafs visible: 98
g_visdatasize: 34258 compressed from 48204
41.77 seconds elapsed

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



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad catpee

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|------- ------------------
threads [2] [Varies]
verbose [off] [off]
log [on] [on]
developer [0] [0]
chart [off] [off]
estimate [off] [off]
max texture memory [4194304] [4194304]
max lighting memory [6291456] [6291456]
priority [Normal] [Normal]

vismatrix algorithm [Original] [Original]
oversampling (-extra) [off] [off]
bounces [1] [1]
dynamic bounce light [on] [on]
ambient light [0.000 0.000 0.000] [0.000 0.000 0.000]
maximum light [255.000] [256.000]
circus mode [off] [off]

smoothing threshold [50.000] [50.000]
direct threshold [25.000] [25.000]
direct light scale [2.000] [2.000]
coring threshold [1.000] [1.000]
patch interpolation [on] [on]

texscale [on] [on]
patch subdividing [on] [on]
chop value [64.000] [64.000]
texchop value [32.000] [32.000]

global fade [1.000] [1.000]
global falloff [2] [2]
global light scale [1.000 1.000 1.000] [1.000 1.000 1.000]
global gamma [0.500 0.500 0.500] [0.500 0.500 0.500]
global light scale [1.000] [1.000]
global sky diffusion [1.000] [1.000]

opaques entities [on] [on]
sky lighting fix [on] [on]
incremental [off] [off]
dump [off] [off]

Colour jitter [0.0 0.0 0.0] [0.0 0.0 0.0]
monochromatic jitter [0.0 0.0 0.0] [0.0 0.0 0.0]
softlight hack [0.0 0.0 0.0 0.0] [0.0 0.0 0.0 0.0]
diffuse hack [on] [on]
spotlight points [on] [on]

custom shadows with bounce light
[Off] [off]
rgb transfers [off] [off]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

3078 faces
Create Patches: 18988 base patches
0 opaques faces
200 229 square feet [28,833,064.00 square inches]
16 direct lights

BuildFacelights:
Error:
for Face 2964 (texture {fence) at
(1164.000 2511.000 -72.000) (1024.000 2511.000 -72.000) (1024.000 2511.875 -72.000) (1024.000 2512.000 -72.000) (1164.000 2512.000 -72.000)
Error: Bad surface extents (14 x 23 884)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad ----

rmf of the map:
http://www.mediafire.com/?fn5upka7am5vvfw
rmx of the map (i dont know what is it):
http://www.mediafire.com/?rphnytb5p6eedc7
User
So put a lot of light in map, each corner I want? No problem. Thank you!
User
please help me..
User
It does not work .. I put environment light, and in another place on the map normal lighting and the lighting has not changed.
Should I select the dark initially?
Truck
User
After the compiler map, that's what I get in Catpee.err:
hlrad: Error:
for Face 2955 (texture {fence) at

hlrad: Error: Bad surface extents (14 x 23884)
Check the file ZHLTProblems.html for a detailed explanation of this problem

ZHLTProblems.html that a file or a website?
If this file, I do not have it ..
User
How do I make a shadow on the map in the corners?
Just would not be always light. That will also dark corners .. Even in open spaces
User
Thanks. Problem solved:)
User
OK .. Thanks!
If someone could help me with the leak, I can not find it's really hard .. I'll give him credit on the map! Everything! Please help ..
User
I deleted all the Entity on the map, for check,
And then I ran it. The leak suddenly gone ..
What does it mean?
User
OK .. Thank you!
Is there anything I can do to reduce the amount of the lines?
Is there any way to help me find the leak in less difficulty? Tip or software?
User
Dont Forget Me..
User
When I do the test for the problems, It is not fixes them. another bug Hammer ..
It tells me it fixed but the problems are still there and nothing happens. How would that be?
Here's my map:

http://www.mediafire.com/?7az0614b7a30337
User
Here: From ZHLT

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures catpee
Entering catpee.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
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 [ off ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.39 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.47 seconds)

Using Wadfile: \documents and settings\XXXXX\desktop\3\cstrike.wad
- Contains 2 used textures, 3.92 percent of map (123 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\1\xeno.wad
- Contains 4 used textures, 7.84 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\XXXX\desktop\4\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\5\halflife.wad
- Contains 43 used textures, 84.31 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\6\cs_dust.wad
- Contains 2 used textures, 3.92 percent of map (28 textures in wad)

added 7 additional animating textures.
Texture usage is at 0.71 mb (of 4.00 mb MAX)
3.19 seconds elapsed

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



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp catpee

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...912 (0.34 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 768,-704,-144)
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


SolidBSP [hull 1] 500...1000...1065 (2.55 seconds)
SolidBSP [hull 2] 500...1000 (4.94 seconds)
SolidBSP [hull 3] 500...1000...1122 (7.30 seconds)
19.09 seconds elapsed

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



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

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



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

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


Compile of the Hammer:



** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\eyalse\counter-strike"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\documents and settings\\desktop\israel_public1.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: \documents and settings\\desktop\3\cstrike.wad
Using WAD File: \documents and settings\\desktop\1\xeno.wad
Using WAD File: \documents and settings\\desktop\4\decals.wad
Using WAD File: \documents and settings\\desktop\5\halflife.wad
Using WAD File: \documents and settings\\desktop\6\cs_dust.wad
added 7 additional animating textures.
2 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
14 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read c:\documents and settings\\desktop\israel_public1.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
2 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

No vis information, direct lighting only.
2807 faces
193031 square feet [27796582.00 square inches]
18364 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...
************ ERROR ************
Bad surface extents

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\\desktop\israel_public1.bsp" "C:\Program Files\Steam\steamapps\eyalse\counter-strike\cstrike\maps\israel_public1.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\\desktop\israel_public1.pts" "C:\Program Files\Steam\steamapps\eyalse\counter-strike\cstrike\maps\israel_public1.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\eyalse\COUNTE~1\hl.exe
** Parameters: +map "israel_public1" -game cstrike -dev -console +deathmatch 1

I Censoring some things..
User
I did not get an problem that the entity is the source of the leak, I deduced it from the compiler. Every time I delete an entity which is considered a leak, a new entity has become a new place. I scanned the map and you can not find the leak .. You may want to see the map or the compiler log?
User
I have read the FAQ .. It does not help me.
It does not show how to fix a leaky Entity .. Am I right? If not, please directed me!
User
First off sorry for the English, I use Google Translate ..
So:
I'm building a public map and she has a leak.
The problem is that the Entity is the leak, and I can not run the map until I delete all of the Entity.
I do not know why, but the Hammer Editor see the Entity as a leak
And please please write your comments good understood English?
Thank you!