• Fixing a leak that i can't find!
    45 replies, posted
Tried going to the co-ordinates it gave me and nothing.. says a leaked prop_dynamic.. which i have quite a bit of.. I covered the max co-ordinates of hammer with a skybox and still it tells me i've got a leak Compile log: [code] ------------------------------------------------------------------------------- Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp .exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" " C:\Users\Adzter\Desktop\Beach Coma Project\3\Beach_Coma" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Jan 7 2010) 4 threads materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m aterials Loading C:\Users\Adzter\Desktop\Beach Coma Project\3\Beach_Coma.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity prop_dynamic (-444.00 -5236.00 -1148.00) 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) 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) (13349 bytes) Cannot build Physics2 data ----------- DataLinker total stream size 0.0 KiB Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 94 texinfos to 63 Reduced 14 texdatas to 12 (381 bytes to 287) Writing C:\Users\Adzter\Desktop\Beach Coma Project\3\Beach_Coma.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis .exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" " C:\Users\Adzter\Desktop\Beach Coma Project\3\Beach_Coma" ------------------------------------------------------------------------------- Valve Software - vvis.exe (Nov 10 2009) 4 threads reading c:\users\adzter\desktop\beach coma project\3\Beach_Coma.bsp max farz in all env_fog_controller entities: -1.000000 (used for radial vis) reading c:\users\adzter\desktop\beach coma project\3\Beach_Coma.prt LoadPortals: couldn't read c:\users\adzter\desktop\beach coma project\3\Beach_Co ma.prt Finished. Press a key to close.[/code]
map > load pointfile and follow the red line
[QUOTE=Not_Yet;20762152]map > load pointfile and follow the red line[/QUOTE] thanks for the quick reply, i did what you said and found this "red line", it says i have a leak in my skybox but i don't see one. Pic: [editline]17:46[/editline] Aha i changed camera angle and found its outside the map? [img]http://img696.imageshack.us/img696/5993/97950603.png[/img]
There's probably a prop or something you accidentally left outside. To be safe, select the entire red line with the select tool and delete that area.
[QUOTE=CoolCorky;20762619]There's probably a prop or something you accidentally left outside. To be safe, select the entire red line with the select tool and delete that area.[/QUOTE] Tried that and it found nuttin.. so i just put a skybox around it :D
[QUOTE=Adzter;20763010]Tried that and it found nuttin.. so i just put a skybox around it :D[/QUOTE] That is usually a very poor solution. Your skybox brushes look extremely thin, maybe you misaligned them?
[QUOTE=fewes;20763096]That is usually a very poor solution. Your skybox brushes look extremely thin, maybe you misaligned them?[/QUOTE] well it worked so.. i'll stick with it and i dont think i misaligned them as i used CTRL+H on a big skybox box... which is a form of carving :ohdear:
[QUOTE=Adzter;20763311]well it worked so.. i'll stick with it and i dont think i misaligned them as i used CTRL+H on a big skybox box... which is a form of carving :ohdear:[/QUOTE] Wait what? Why did you do that? Sounds like a great way to end up with leaks. Just make a simple box out of six skybox brushes... Also, "Well it worked" is a poor justification for covering your entire map in an extra skybox. [b]Edited:[/b] Also there is no justification for using carve.
Make sure you didn't accidentally move the origin of an entity (the little circle in the middle) out into the void, that can be hard to spot.
Go to the point (-444.00 -5236.00 -1148.00) and delete what ever prop_dynamic is there. If its necessary just remake it. Usually if it doesn't look leaking but it is something is off that you can fix by replacing. Better solution than adding a skybox.
[QUOTE=ryan1271;20767731]Go to the point (-444.00 -5236.00 -1148.00) and delete what ever prop_dynamic is there. If its necessary just remake it. Usually if it doesn't look leaking but it is something is off that you can fix by replacing. Better solution than adding a skybox.[/QUOTE] That is not a fix. The leak message is using the entity as a point of reference. If the prop was outside the map, it would fix it, but in most cases is it a point of reference for the compiler. Please- if you don't know what you are talking about, don't post.
[QUOTE=IronPhoenix;20769098]That is not a fix. The leak message is using the entity as a point of reference. If the prop was outside the map, it would fix it, but in most cases is it a point of reference for the compiler. Please- if you don't know what you are talking about, don't post.[/QUOTE] Hey, it worked for me but I won't argue.
[QUOTE=ryan1271;20770244]Hey, it worked for me but I won't argue.[/QUOTE] If you delete all the entities in a map, the map will stop displaying a leak message. The leak isn't fixed, but the compiler has no point of reference.
[QUOTE=IronPhoenix;20770305]If you delete all the entities in a map, the map will stop displaying a leak message. The leak isn't fixed, but the compiler has no point of reference.[/QUOTE] Actually, if you have no entities in a map at all, it also causes a leak since the compiler cannot work our where the "inside" of the map is, it just doesn't provide you with a co-ordinate reference.
Edit -> Select All you will notice that there will be a small dot out where the leak started. That's the origin of one of your entites. Drag it back to the center of that entity. Problem solved.
[QUOTE=fewes;20763367] [b]Edited:[/b] Also there is no justification for using carve.[/QUOTE] Lazyness
[QUOTE=Drumdevil;20779056]Lazyness[/QUOTE] That's not justification, that's an excuse.
[QUOTE=metallics;20779078]That's not justification, that's an excuse.[/QUOTE] An excuse is basically a crappy justification. :v:
I only use CTRL + H on skyboxes for a quick test, and i would always end up mis-aligning everything if i did it by hand all the time
[QUOTE=Adzter;20781598]I only use CTRL + H on skyboxes for a quick test, and i would always end up mis-aligning everything if i did it by hand all the time[/QUOTE] Hollowing a skybox around a map doesn't mean it'll seal a map from a leak. Hollowing generally causes more problems and such. Use the cordon tool if you have to.
[QUOTE=Adzter;20781598]I only use CTRL + H on skyboxes for a quick test, and i would always end up mis-aligning everything if i did it by hand all the time[/QUOTE] Are you using a grid size of 1 or something? or is your hand/eye coordination that bad?
How do i make a leak-proof skybox?
Has no holez
[QUOTE=Adzter;20782480]How do i make a leak-proof skybox?[/QUOTE] By hand.
[QUOTE=KeitaroCoS;20782857]By hand.[/QUOTE] does width of the skybox matter. eg is 50 better than 10?
No.
[QUOTE=Adzter;20783516]does width of the skybox matter. eg is 50 better than 10?[/QUOTE] No, makes no difference. 8 or multiples thereof is nice and convenient however I find.
I always make a box and then 'Make Hollow' -5.
[QUOTE=Dylan_94_2;20805203]I always make a box and then 'Make Hollow' -5.[/QUOTE] I hope you don't release those maps then.
[QUOTE=Dylan_94_2;20805203]I always make a box and then 'Make Hollow' -5.[/QUOTE] Please don't do that. Hollowing generally causes problems, and you'd be creating unnecessary visleaves which the player would always be rendering.
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