HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN

HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN

Hammer Mapping — Page [1]
14681
2007 Apr 20 • 5
9 ₧
>>>>my error report

hlbsp: 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 light @ (-2080,1216, 160)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ (-832, 192, 64)
Warning: === LEAK in hull 3 ===
Entity light @ (-2080,1216, 160)
1.72 seconds elapsed


>>>>>now i have tried opening the pointfile version of the map in valve hammer and i think i have been successful cos there are fat red lines bouncing all over the grids. however, i cannot see any dotted lines anywhere so i cant follow anything to reach the leak.
i cant see anywwhere a leak could be and it has only occurred very recently after i added some more ladders to my map.
i have also tried adding a box around everything and that worked but ive got rid of it cos apparently that is a rubbish solution and also when i played on the map it said something about the AI may be poor because of a different version (or somethingorother...???) and also when i shot a hostage (cos it seemed like it was one of the many entities now involved in the problems) the map just quit. just like that. no reason.

also it appears that the leak is on one half of the map but everything involved seems fine and the "errors" are at all different hights andpostitions on this side, but most are at one area so might indicate a leak but there are no obvious gaoing holes (and im not an idiot i do know roughly what im doing)

please help as i have spent ages building this map and its nearly finished but atm it looks like i may have to scrap it - so where is the leak or what is the problem??

thanks a lot,
j

>>>if it will be helpful my entire error thing is as follows:


hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -wadinclude zhlt tower
Entering tower.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 ]
priority [ Normal ] [ Normal ]

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

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[zhlt]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
(0.13 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.89 seconds)

Using Wadfile: \program files\condition zero online\c0online1200\valve\halflife.wad
- Contains 34 used textures, 100.00 percent of map (3116 textures in wad)
Including Wadfile: \documents and settings\j\desktop\cscs\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.45 mb (of 4.00 mb MAX)
1.14 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp tower

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 ]
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 info_player_start @ (-2048, 128, 64)
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 light @ (-2080,1216, 160)
Warning: === LEAK in hull 2 ===
Entity light @ (-2016, 320,1344)
Warning: === LEAK in hull 3 ===
Entity light @ (-2080,1216, 160)
1.75 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis tower
>> There was a problem compiling the map.
>> Check the file tower.log for the cause.

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



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad tower
>> There was a problem compiling the map.
>> Check the file tower.log for the cause.

----- END hlrad -----
 
 
 
2007 Apr 27 at 21:29 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
Seems like there is 3 leaks.

This is what I do to find leaks.



I make a box around certain ends of the map until I can compile without a leak. Once I compile without a leak, I look inside the boxed areas and find the leak.

Finding leaks is a a very tedious job, but I'm sure if you took your time you'd find them.
 
 
 
2007 Apr 28 at 14:27 UTC
14681
2007 Apr 20 • 5
9 ₧
yeh i could do that but i cant see any obvious leaks so dont it wont help that much

are the lleaks all involved with entities (ie can i just delete them) or are the entities stated just near the leaks????

any other ideas, but i will try what you say and see if it helps..

cheers
 
 
 
2007 Apr 28 at 17:49 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
The entities listed are where the leaks are POSSIBLE to be found. Not exactly, but it tries to find the closest entity to give you an idea.
 
 
 
2007 Apr 28 at 20:23 UTC
14681
2007 Apr 20 • 5
9 ₧
hi

ive just tried boxing in for ages separate areas of the map and then even the whole thing but its not having any of it and it still cant compile properly - what the hell can i do?????
 
 
 
2007 Apr 28 at 21:08 UTC
14681
2007 Apr 20 • 5
9 ₧
oh now ive got it all working thanks, but i dont really know what i did cos i never did find that old leak. oh well...
 
 
 
2007 May 1 at 21:41 UTC
SuperJer
Websiteman

2005 Mar 21 • 6663
You probably just plugged the leak accidentally while moving things around.

The red lines from the pointfile can be helpful to find the leak sometimes. The lines SHOULD go through the leak hole if you keep looking.
 
 
 
2007 May 3 at 04:40 UTC
Artwie
2007 Apr 10 • 8
9 ₧
I'd guess he just moved accidently some light entitys outside his "world"

But wait i need too ask you something... Do u use walls with that contain entitys like func_illusionary beceause i think that can occur a leak too.
Reading my Singnature Wasted 5 Seconds of your life. Get 2 seconds discount by sucing my dick and 1 second if i may sleep with you sister. ^ Dont take me and my sig serious :d
 
 
 
2007 May 3 at 18:40 UTC
14681
2007 Apr 20 • 5
9 ₧
i dont think so but i may have accidentaly - i dont intend to, i make walls from blocks of texture.
 
 
 
2007 May 15 at 18:18 UTC
CornJer
Metal does cocaine.

Frontline Heroism Medal
2005 Mar 21 • 1531
36 ₧
"jacksmoke234" said:
Seems like there is 3 leaks.

This is what I do to find leaks.



I make a box around certain ends of the map until I can compile without a leak. Once I compile without a leak, I look inside the boxed areas and find the leak.

Finding leaks is a a very tedious job, but I'm sure if you took your time you'd find them.


Like commenting out code to find a bug.
If you jump high enough you'll hurt your ankles when you land.
 
 
 
2007 May 15 at 21:54 UTC
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