Well I made a map of my house in real life and it's pretty coolio and precise. But When I walk through my door to my room, the game crashes. Same thing happens when I open a door in that doorframe. The contents of the room are: a rotating door (blocks, not models.) , some brushes (walls), a bed I downloaded (Prop_Dynamic), 2 Wooden table things (Prop_Physics), a Light_Spot, and 2 doors (White with rippled glass). When it crashes, it just freezes and then a window appears that says bluh bluh bluh HL2 not respdoning!11one@@@@ so yea. stuff. The map has dynamic lighting so when u turn a light off its completely dark, but with a bit of ambient light, if that makes any difference.
kay tanks for duh halp. Post back if ya know what's wrong plocks.
-Omnacky
post your compile log in [ code][ /code](without the spaces) and don't talk like a retard.
[QUOTE=Omnacky;27623734]
**** leaked **** Entity prop_door_rotating (-317.00 200.00 118.00) leaked![/QUOTE]
That's your problem. To find the leak, simply load the pointfile of your map, which is in the "Map" tab up top, I believe.
As soon as the pointfile's loaded, there will be a red line pointing to your leak in the 3d view. Fine it (use the coordinates above) and close the leak!
Hope that helps.
[quote]**** leaked ****
Entity prop_door_rotating (-317.00 200.00 118.00) leaked![/quote]
Well, you have a leak. Go to View > Go to coordinates, plug those numbers in, and see what's up around that door.
Edit: Wow, fucking ninja'd. :colbert:
Sweet, thanks for teh help.
[editline]23rd January 2011[/editline]
[QUOTE=Shadowstone;27623816]That's your problem. To find the leak, simply load the pointfile of your map, which is in the "Map" tab up top, I believe.
As soon as the pointfile's loaded, there will be a red line pointing to your leak in the 3d view. Fine it (use the coordinates above) and close the leak!
Hope that helps.[/QUOTE]
So like a leak in the skybox? because there's no skybox material at (-317.00 200.00 118.00). But I deleted the door and blocked the doorframe, temporarily. I need a door there so I need to know how to fix the leak. What is it that is leaking? :p thanks
Load the point file, you should see a red line leading to a "crack".
Resize the wall/floor to seal it.
[editline]23rd January 2011[/editline]
ALSO STOP WITH THOSE STUPID WORDS :argh:
[QUOTE=Omnacky;27623930]Sweet, thanks for teh help.
[editline]23rd January 2011[/editline]
So like a leak in the skybox? because there's no skybox material at (-317.00 200.00 118.00). But I deleted the door and blocked the doorframe, temporarily. I need a door there so I need to know how to fix the leak. What is it that is leaking? :p thanks[/QUOTE]
Well I did that and then it still crashed again, btw its a different door frame that I walk through that crashes it, not the coordinates it said. but anyway this is the code thingy.
[Code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_start (-205.88 202.00 76.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (65639 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 229 texinfos to 157
Reduced 18 texdatas to 18 (392 bytes to 392)
Writing C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
reading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.19 seconds)
1222 faces
31741 square feet [4570826.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0303 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 173/8192 2076/98304 ( 2.1%)
brushsides 1039/65536 8312/524288 ( 1.6%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 2024/65536 24288/786432 ( 3.1%)
nodes 734/65536 23488/2097152 ( 1.1%)
texinfos 157/12288 11304/884736 ( 1.3%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1222/65536 68432/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 665/65536 37240/3670016 ( 1.0%)
leaves 745/65536 23840/2097152 ( 1.1%)
leaffaces 1398/65536 2796/131072 ( 2.1%)
leafbrushes 385/65536 770/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8561/512000 34244/2048000 ( 1.7%)
edges 4699/256000 18796/1024000 ( 1.8%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 87/32768 870/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1371/65536 2742/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1266148/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15461/393216 ( 3.9%)
LDR ambient table 745/65536 2980/262144 ( 1.1%)
HDR ambient table 745/65536 2980/262144 ( 1.1%)
LDR leaf ambient 1746/65536 48888/1835008 ( 2.7%)
HDR leaf ambient 745/65536 20860/1835008 ( 1.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 65639/4194304 ( 1.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3457
Writing c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
34 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.36 seconds)
1222 faces
31741 square feet [4570826.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19)
Build Patch/Sample Hash Table(s).....Done<0.0721 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 173/8192 2076/98304 ( 2.1%)
brushsides 1039/65536 8312/524288 ( 1.6%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 2024/65536 24288/786432 ( 3.1%)
nodes 734/65536 23488/2097152 ( 1.1%)
texinfos 157/12288 11304/884736 ( 1.3%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1222/65536 68432/3670016 ( 1.9%)
hdr faces 1222/65536 68432/3670016 ( 1.9%)
origfaces 665/65536 37240/3670016 ( 1.0%)
leaves 745/65536 23840/2097152 ( 1.1%)
leaffaces 1398/65536 2796/131072 ( 2.1%)
leafbrushes 385/65536 770/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8561/512000 34244/2048000 ( 1.7%)
edges 4699/256000 18796/1024000 ( 1.8%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 7/8192 616/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 87/32768 870/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1371/65536 2742/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1266148/0 ( 0.0%)
HDR lightdata [variable] 1266148/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15461/393216 ( 3.9%)
LDR ambient table 745/65536 2980/262144 ( 1.1%)
HDR ambient table 745/65536 2980/262144 ( 1.1%)
LDR leaf ambient 1746/65536 48888/1835008 ( 2.7%)
HDR leaf ambient 1746/65536 48888/1835008 ( 2.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 65639/4194304 ( 1.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3457
Writing c:\program files (x86)\steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp
39 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\mcmonkey5\sourcesdk_content\hl2\mapsrc\basement.bsp" "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2\maps\basement.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\mcmonkey5\half-life 2 episode two\ep2" +map "basement"
[/code]
*facepalm*
you don't delete the entity that leaks
you follow the red line when you load pointfile. The line should lead to the void thats where the leak is. Just re-size the brushes to seal the leak. (remember displacements and func_detail don't seal your map)
Why does no one know this ....
Oh mkay, I can probably fix it now. How do you make it so theres a red arrow pointing at the error leak thingy majigger? Do I go under maps and then press "Load Pointfile" or what.
Ok Thanks
[editline]23rd January 2011[/editline]
Nevermind, found the red arrow. But how can there be a hole in the middle of a single surface? Its just pointing at my floor, either that or at my spawn point. I'll just move him a bit higher maybe?
[editline]23rd January 2011[/editline]
[QUOTE=teshok;27624628]*facepalm*
you don't delete the entity that leaks
you follow the red line when you load pointfile. The line should lead to the void thats where the leak is. Just re-size the brushes to seal the leak. (remember displacements and func_detail don't seal your map)
Why does no one know this ....[/QUOTE] Btw does making it a func_Brush help?
[editline]23rd January 2011[/editline]
Oh and also, whenever I select the floor, it makes me select a bunch of other things too so it doesn't let me select only it, probably because I did something earlier. Well anyway, how do I seperate them.
Did you make the brush a displacement? Cause if you did you would have to make another brush under it cause displacements don't seal of your map.
Displacement? Do you mean did I move it? Well nah I'll just make another brush mkay.
[editline]23rd January 2011[/editline]
Still crashes.
[QUOTE=Omnacky;27625079]Displacement? Do you mean did I move it? Well nah I'll just make another brush mkay.
[editline]23rd January 2011[/editline]
Still crashes.[/QUOTE]
-.- how about you give me a copy of your map (vmf file) and I'll see if I can see what the problem is, cause by the looks of it your so new to mapping that what we're saying isn't making sense to you.
Yea I'm New-ish. I've mapped previously but I haven't made a complete project. Here's the download link for it [url]http://www.zshare.net/download/8564221046cd128a/[/url]
Ok...rules about leaks.
Leaks occur when there is nothing between it and the void. Imaging a room with a gas leak and loads of gas detectors. You can turn the detectors off, but it doesn't fix the problem, just another detector will go off.
Now, the void is a place of pure hell. We don't want it getting into the room. Displacements, entities and water do NOT seal the map against the void. You must have world brushes surrounding the map. Nothing of any func can be outside those brushes.
Like skyboxes? Because there is a skybox around the whole map.
[editline]23rd January 2011[/editline]
[QUOTE=IronPhoenix;27625810]Ok...rules about leaks.
Leaks occur when there is nothing between it and the void. Imaging a room with a gas leak and loads of gas detectors. You can turn the detectors off, but it doesn't fix the problem, just another detector will go off.
Now, the void is a place of pure hell. We don't want it getting into the room. Displacements, entities and water do NOT seal the map against the void. You must have world brushes surrounding the map. Nothing of any func can be outside those brushes.[/QUOTE]
Like skyboxes? Because there is a skybox around the whole map.
[editline]23rd January 2011[/editline]
[QUOTE=Omnacky;27625819]Like skyboxes? Because there is a skybox around the whole map.
[editline]23rd January 2011[/editline]
Like skyboxes? Because there is a skybox around the whole map.[/QUOTE]
Gasp, I found a leak in the skybox. Lemme fix it.
Finally?
Your replies in this topic look pretty dumb.
But I know from the past: Deleting entities which are leaking, don't fix the problem.
Arg! Earlier I grouped like half of the stuff together and now I don't know how to ungroup them. I tried to fix an unbreakable window but now the skybox and walls and pretty much everything is surf_breakable. I can definetly fix it but only if I can ungroup them. Right clicking and pressing ungroup does nothing at all.
[editline]23rd January 2011[/editline]
I gtg for the night, don't stop the help :P
There is an undo you know.
Also, you can select what you want to select on the top right hand side of the screen. Groups, Objects and Solids. Objects and Solids will obviously ignore the grouping.
Well I've definetly asked enough questions. I know where the leak is and what it is, I suppose. So how do I solve this leak? I have a solid skybox around the outside of the entire map, if thats what kind of leak it is.
[editline]25th January 2011[/editline]
[QUOTE=IronPhoenix;27625973]There is an undo you know.
Also, you can select what you want to select on the top right hand side of the screen. Groups, Objects and Solids. Objects and Solids will obviously ignore the grouping.[/QUOTE]
Oh ok thanks
[QUOTE=IronPhoenix;27625973]There is an undo you know.
Also, you can select what you want to select on the top right hand side of the screen. Groups, Objects and Solids. Objects and Solids will obviously ignore the grouping.[/QUOTE]
BTW I knew there was an undo, just ran out of undos
you might want to find that tasty little button called "Edit". It stops you from double posting and looking like an idiot.
Also, while I can't -directly- help, I can say that in my (very short) Source mapping experience, you can shape individual 'faces' (or a whole mass of brushes) with the very bottom tool in the tools menu. Click it twice. No, not double click, just two clicks. Then drag the white squares around in the x-y/x-z/y-z views. And don't trust the 3D renderer while you're doing this, it only 'realizes' the wireframe changes after you compile.
[QUOTE=commandhat;27665264]you might want to find that tasty little button called "Edit". It stops you from double posting and looking like an idiot.
Also, while I can't -directly- help, I can say that in my (very short) Source mapping experience, you can shape individual 'faces' (or a whole mass of brushes) with the very bottom tool in the tools menu. Click it twice. No, not double click, just two clicks. Then drag the white squares around in the x-y/x-z/y-z views. And don't trust the 3D renderer while you're doing this, it only 'realizes' the wireframe changes after you compile.[/QUOTE]
You are telling him to use the vertex tool for no apparent reason. And the wireframe will update when you hit enter.
oh, no! somebody's trying to actually solve the problem!
Anyway yeah. If it closes the gap, it stops the leak AFAIK. (except for displacements) Hammer stopped whining about my map being leaked when I used the vertex tool to close a gap. (then it started whining about light quadratics, probably because I messed with falloff to make it brighter)
Leak was fixed ages ago. Read the damn thread.
Also, you don't know how to use vertex edit, so you arnt helping much.
[QUOTE=IronPhoenix;27665467]Leak was fixed ages ago. Read the damn thread.
Also, you don't know how to use vertex edit, so you arnt helping much.[/QUOTE]
I dunno, it still crashes when I walk through a certain doorframe, which is not the one with the leak (initial point of this thread)