Problem with Leaking Entity..

Problem with Leaking Entity..

Hammer Mapping — Page [1]
OneGuy
2011 Jul 15 • 18
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!
 
 
 
2011 Jul 15 at 10:36 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Read the FAQ.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2011 Jul 15 at 13:43 UTC
OneGuy
2011 Jul 15 • 18
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!
 
 
 
2011 Jul 15 at 14:01 UTC
SuperJer
Websiteman

2005 Mar 21 • 6666
The entity is not the problem. It is a misleading error message.

The entity is just a reference point. It means: starting from that entity, there is a path to the outside.
 
 
 
2011 Jul 15 at 22:31 UTC
nectar
2010 Mar 8 • 232
look for that entitie, in the error text it says the cordinates, once u find it, find the hole near it, or in that room, or just post here, lol
I love cows and monkeys including cookies :D
 
 
 
2011 Jul 15 at 22:41 UTC
OneGuy
2011 Jul 15 • 18
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?
 
 
 
2011 Jul 16 at 06:33 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
it never hurts to post the compiler log. in fact. you might say. we.
DEMAND YOU TO DO SO!
do it.
I drink to forget but I always remember.
 
 
 
2011 Jul 16 at 07:41 UTC
OneGuy
2011 Jul 15 • 18
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..
 
 
 
2011 Jul 16 at 08:08 UTC — Ed. 2011 Jul 16 at 08:13 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
save your map first just encase you don't mess stuff up.

alt + p (checks for problems)
fix all problems
compile
see if it does
then do what you need to do to your map to what you want
alt + p
fix all possible problems (if there is any)
compile
see what it does
I drink to forget but I always remember.
 
 
 
2011 Jul 16 at 08:22 UTC
OneGuy
2011 Jul 15 • 18
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
 
 
 
2011 Jul 16 at 08:48 UTC
OneGuy
2011 Jul 15 • 18
Dont Forget Me..
 
 
 
2011 Jul 17 at 09:10 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
There will be some small hole somewhere, that's the issue. The reason the entity changed when you deleted the offending one is because it gives you the name of the first one it "reached"; it's a little complicated but it will find one entity then stop. So, as we suggest, use the pointfile. If there are lots of lines, then, well, you'll have a lot of searching to do, but that's your option.
 
 
 
2011 Jul 17 at 14:35 UTC
OneGuy
2011 Jul 15 • 18
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?
 
 
 
2011 Jul 17 at 14:40 UTC
OneGuy
2011 Jul 15 • 18
I deleted all the Entity on the map, for check,
And then I ran it. The leak suddenly gone ..
What does it mean?
 
 
 
2011 Jul 17 at 22:14 UTC
buq25

2008 Jul 5 • 583
295 ₧
A leak is when a entity is touching the outside (not inside a box). If you don't have any entities, no leak. That's the reason why you can use blocks to make the beerbox.
Today's post brought to you by the letter: "heck".
 
 
 
2011 Jul 17 at 22:37 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
proper term definition
http://developer.valvesoftware.com/wiki/Leak
I drink to forget but I always remember.
 
 
 
2011 Jul 17 at 22:51 UTC — Ed. 2011 Jul 17 at 22:55 UTC
OneGuy
2011 Jul 15 • 18
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 ..
 
 
 
2011 Jul 18 at 12:22 UTC
OneGuy
2011 Jul 15 • 18
Thanks. Problem solved:)
 
 
 
2011 Jul 18 at 19:53 UTC
SuperJer
Websiteman

2005 Mar 21 • 6666
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.
 
 
 
2011 Jul 20 at 20:57 UTC
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 14 • 2045
Did someone call for leeks?
 
 
 
2011 Jul 20 at 21:24 UTC
OneGuy
2011 Jul 15 • 18
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!
 
 
 
2011 Jul 21 at 12:42 UTC
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