1468114681User name
14681
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2007 April 20
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5
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2007 May 15 at 18:18 UTC
HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN in Hammer Mapping
i dont think so but i may have accidentaly - i dont intend to, i make walls from blocks of texture.
2007 May 1 at 21:41 UTC
HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN in Hammer Mapping
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 Apr 28 at 21:08 UTC
HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN in Hammer Mapping
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 17:49 UTC
HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN in Hammer Mapping
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 27 at 21:29 UTC
HELP -SPENT AGES ON THIS MAP AND SUDDENLY ITS STOPPED WORKIN in Hammer Mapping
>>>>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 ----- |