Player start entity help????

Player start entity help????

Hammer Mapping — Page [1] 2
Trojan12
2010 Jan 31 • 11
So i've finished my map and every time i add an entity of any kind i get a leak and i've started over and tried again and i still get the same problem. Is there any way to fix this???
 
 
 
2010 Jan 31 at 17:26 UTC
ColinB

2009 Dec 12 • 48
It means you have a leak regardless of the fact that you place entities. Make sure your closed off area is really closed off everywere.
 
 
 
2010 Jan 31 at 17:31 UTC
Trojan12
2010 Jan 31 • 11
So i went through my map like 10 ten times trying to find the leaks and i got nothing? like there is no where, where the outside is visible. Could it be anything else?
 
 
 
2010 Jan 31 at 17:35 UTC
ColinB

2009 Dec 12 • 48
I'm not sure what's going on. Could you upload your rmf to www.speedyshare.com?
 
 
 
2010 Jan 31 at 17:44 UTC — Ed. 2010 Jan 31 at 17:46 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Use the pointfile to find the leak, "Map" --> "Load pointfile" and load the .lin-file with the same name as your map. Follow the line and see where it goes outside the map.
QUACK! QUACK!
 
 
 
2010 Jan 31 at 17:55 UTC
Trojan12
2010 Jan 31 • 11
i uploaded it its rooms.rmf its my first map so it probably completely wrong haha thanks for the help though
 
 
 
2010 Jan 31 at 17:56 UTC
ColinB

2009 Dec 12 • 48
Actually you should use Killer-Ducks method first. If it doesn't solve your problem post the download link speedyshare gave you.
 
 
 
2010 Jan 31 at 18:06 UTC — Ed. 2010 Jan 31 at 18:12 UTC
Trojan12
2010 Jan 31 • 11
yeah ive tried that already to, but heres the link

http://www.speedyshare.com/search.php?s=20674561&where=bb&q=rooms.rmf
 
 
 
2010 Jan 31 at 18:12 UTC
ColinB

2009 Dec 12 • 48
Somehow speedyshare wants me to subscribe before I download the file and I can't get around it. You did upload for free, right?

Edit:

I see now, you have to give me link speedyshare gives you directly after you've uploaded the file.

Edit:

I was wrong. I Can download the file (doing this now).
 
 
 
2010 Jan 31 at 18:15 UTC — Ed. 2010 Jan 31 at 18:22 UTC
Trojan12
2010 Jan 31 • 11
ok thanks for the help
 
 
 
2010 Jan 31 at 18:24 UTC
ColinB

2009 Dec 12 • 48
You don't have an info_player_start. Place one inside your closed off area and Hammer should compile your rmf.
 
 
 
2010 Jan 31 at 18:39 UTC — Ed. 2010 Jan 31 at 18:40 UTC
Trojan12
2010 Jan 31 • 11
yeah i had deleted them, and everytime i put one in i get the leak ?
 
 
 
2010 Jan 31 at 18:42 UTC
ColinB

2009 Dec 12 • 48
Could you post your compile log (after you placed a info_player_start).
 
 
 
2010 Jan 31 at 18:50 UTC — Ed. 2010 Jan 31 at 18:53 UTC
Trojan12
2010 Jan 31 • 11
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 -nowadtextures rooms
Entering rooms.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 [ off ] [ 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]

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

Using Wadfile: \program files\counter-strike 1.6\valve\halflife.wad
- Contains 6 used textures, 100.00 percent of map (3116 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.18 mb (of 4.00 mb MAX)
0.20 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 rooms

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 @ (-2240, 771,-128)
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 @ (-2240, 771,-128)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ (-2240, 771,-128)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ (-2240, 771,-128)
0.48 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 rooms
>> There was a problem compiling the map.
>> Check the file rooms.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 rooms
>> There was a problem compiling the map.
>> Check the file rooms.log for the cause.

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


 
 
 
2010 Jan 31 at 18:55 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2010 Jan 31 at 19:06 UTC
Trojan12
2010 Jan 31 • 11
so how do i know if its right or where do i need to put it?
 
 
 
2010 Jan 31 at 19:08 UTC
ColinB

2009 Dec 12 • 48
You need to place it inside the room. Like this. http://www.speedyshare.com/files/20677072/rooms_modified.rmf
 
 
 
2010 Jan 31 at 19:20 UTC
Trojan12
2010 Jan 31 • 11
ok i got that i did that and then i play it and i try to add more and the game closes and it says this: Error: lightmap for texture aaatrigger too large(21 * 17 = 357 luxels); cannot exceed 324
 
 
 
2010 Jan 31 at 19:33 UTC
ColinB

2009 Dec 12 • 48
The aaatrigger texture is supposed to be applied to brush-based entities only, not to regular brushes like you did. Find the brushes you applied the aaatrigger texture to and replace their textures. Let me know if this solved your problem.
 
 
 
2010 Jan 31 at 19:46 UTC — Ed. 2010 Jan 31 at 21:52 UTC
Trojan12
2010 Jan 31 • 11
Yes! it worked haa thanks alot for all the help
 
 
 
2010 Jan 31 at 21:47 UTC
dLu
2010 Apr 18 • 8
i need a little help..i made a map no erors,no nothing I played everything was ok..but i made a mistake i had put only 1 spot for tt and ct...then i fixed that i made 16 spots for ct and tt
so we put the map on the server and started to play...
some players were born some were not...or they were born on the same place but there is enough place for everyone...
can someone help pls??
 
 
 
2010 Apr 18 at 12:27 UTC — Ed. 2010 Apr 18 at 12:35 UTC
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Next time make your own truck.

You probably put the entities to close together, or to close to a wall or floor.
 
 
 
2010 Apr 18 at 20:57 UTC
dLu
2010 Apr 18 • 8
no i haven`t i`ve checked that and made it so that they aren`t close one to another...the same problem
we start the game some players die becouse they are born on the same place as a player before...don`t know wat it is
its a zombie plague map does that mean anything??
 
 
 
2010 Apr 18 at 23:10 UTC
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
You may not have enough player/deathmatch starts
 
 
 
2010 Apr 19 at 00:56 UTC
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
dlu, could you try taking a screenie(of the map in hammer)
Free Steam Games
 
 
 
2010 Apr 19 at 07:31 UTC
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