Hey, I have one room in my map which is supposed to only be accessible by noclipping, but when I get into the game and noclip into the room the inside is just the void. Is there a way I can tell hammer that the room is not part of the void without leaving a hole?
Check it for leaks or something…
It doesn’t have leaks…
The fact that you said “or something” at the end is just proof that you either don’t really know what you’re talking about, didn’t understand my problem, or are just upping your postcount.
There is a room with no ways to enter without noclipping, which is inside the rest of my map (the outside walls don’t touch the void). I need to let hammer know that the inside of the room is not the void.
It’s probably got a leak in it.
I’m going with leak. Post your compile log though.
If it is a leak, Map -> Load Pointfile will show you. Remember that displacements and water do not block the map from the void.
Compile only the bsp by “Run map…” and then go to Map>Load Point File.
If anything loads, then you have a leak.
I doesn’t have a leak. There are no compile errors, no pointfile generated, and everything works perfectly in the game except for the one room. Also, putting a small hole into my room would actually FIX my problem, but it would be a crappy way to fix it and I don’t want to do it that way.
EDIT: Here’s my compile log.
** Executing...
** Command: "c:\program files\steam\steamapps\billyhudson\sourcesdk\bin\orangebox\bin\vbsp.exe "
** Parameters: -game "c:\program files\steam\steamapps\billyhudson\garrysmod\garrysmod" "J:\Billy\My Work\gm_coolplaces"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\billyhudson\garrysmod\garrysmod\materials
Loading J:\Billy\My Work\gm_coolplaces.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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)
writing J:\Billy\My Work\gm_coolplaces.prt...Building visibility clusters...
done (0)
material "skybox/militia_hdrrt" not found.
Can't load skybox file skybox/militia_hdr to build the default cubemap!
Can't load skybox file skybox/militia_hdr to build the default cubemap!
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) (36142 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 107 texinfos to 54
Reduced 22 texdatas to 18 (486 bytes to 376)
Writing J:\Billy\My Work\gm_coolplaces.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\billyhudson\sourcesdk\bin\orangebox\bin\vvis.exe "
** Parameters: -game "c:\program files\steam\steamapps\billyhudson\garrysmod\garrysmod" "J:\Billy\My Work\gm_coolplaces"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading j:\billy\my work\gm_coolplaces.bsp
reading j:\billy\my work\gm_coolplaces.prt
132 portalclusters
378 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 11498
Average clusters visible: 87
Building PAS...
Average clusters audible: 114
visdatasize:5636 compressed from 6336
writing j:\billy\my work\gm_coolplaces.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\billyhudson\sourcesdk\bin\orangebox\bin\vrad.exe "
** Parameters: -both -game "c:\program files\steam\steamapps\billyhudson\garrysmod\garrysmod" "J:\Billy\My Work\gm_coolplaces"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\billyhudson\sourcesdk\bin\orangebox\bin\lights.rad.
Loading j:\billy\my work\gm_coolplaces.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
452 faces
353355 square feet [50883156.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
452 patches before subdivision
25640 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1787510, max 431
transfer lists: 13.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(30268, 28067, 10928)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3653, 2768, 911)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(647, 406, 121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(131, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(28, 12, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0172 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 99/8192 1188/98304 ( 1.2%)
brushsides 672/65536 5376/524288 ( 1.0%)
planes 478/65536 9560/1310720 ( 0.7%)
vertexes 631/65536 7572/786432 ( 1.0%)
nodes 285/65536 9120/2097152 ( 0.4%)
texinfos 54/12288 3888/884736 ( 0.4%)
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 452/65536 25312/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 178/65536 9968/3670016 ( 0.3%)
leaves 289/65536 9248/2097152 ( 0.4%)
leaffaces 501/65536 1002/131072 ( 0.8%)
leafbrushes 274/65536 548/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2845/512000 11380/2048000 ( 0.6%)
edges 1660/256000 6640/1024000 ( 0.6%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 32/32768 320/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 600/65536 1200/131072 ( 0.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 715912/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5636/16777216 ( 0.0%)
entdata [variable] 2792/393216 ( 0.7%)
LDR ambient table 289/65536 1156/262144 ( 0.4%)
HDR ambient table 289/65536 1156/262144 ( 0.4%)
LDR leaf ambient 1232/65536 34496/1835008 ( 1.9%)
HDR leaf ambient 289/65536 8092/1835008 ( 0.4%)
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] 1/1148 ( 0.1%)
pakfile [variable] 369/0 ( 0.0%)
physics [variable] 36142/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1230
Writing j:\billy\my work\gm_coolplaces.bsp
9 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\billyhudson\sourcesdk\bin\orangebox\bin\lights.rad.
Loading j:\billy\my work\gm_coolplaces.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
452 faces
353355 square feet [50883156.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
452 patches before subdivision
25640 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1787510, max 431
transfer lists: 13.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(30268, 28067, 10928)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3653, 2768, 911)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(647, 406, 121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(131, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(28, 12, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0179 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 99/8192 1188/98304 ( 1.2%)
brushsides 672/65536 5376/524288 ( 1.0%)
planes 478/65536 9560/1310720 ( 0.7%)
vertexes 631/65536 7572/786432 ( 1.0%)
nodes 285/65536 9120/2097152 ( 0.4%)
texinfos 54/12288 3888/884736 ( 0.4%)
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 452/65536 25312/3670016 ( 0.7%)
hdr faces 452/65536 25312/3670016 ( 0.7%)
origfaces 178/65536 9968/3670016 ( 0.3%)
leaves 289/65536 9248/2097152 ( 0.4%)
leaffaces 501/65536 1002/131072 ( 0.8%)
leafbrushes 274/65536 548/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2845/512000 11380/2048000 ( 0.6%)
edges 1660/256000 6640/1024000 ( 0.6%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 7/8192 616/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 32/32768 320/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 600/65536 1200/131072 ( 0.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 715912/0 ( 0.0%)
HDR lightdata [variable] 715912/0 ( 0.0%)
visdata [variable] 5636/16777216 ( 0.0%)
entdata [variable] 2792/393216 ( 0.7%)
LDR ambient table 289/65536 1156/262144 ( 0.4%)
HDR ambient table 289/65536 1156/262144 ( 0.4%)
LDR leaf ambient 1232/65536 34496/1835008 ( 1.9%)
HDR leaf ambient 1232/65536 34496/1835008 ( 1.9%)
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] 1/1148 ( 0.1%)
pakfile [variable] 369/0 ( 0.0%)
physics [variable] 36142/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1230
Writing j:\billy\my work\gm_coolplaces.bsp
9 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "J:\Billy\My Work\gm_coolplaces.bsp" "c:\program files\steam\steamapps\billyhudson\garrysmod\garrysmod\maps\gm_coolplaces.bsp"
i know what he’s talking about, it’s not a leak.
Putting an entity in the room ought to fix it, a light with 0 brightness would work if you don’t want anything in the room at all.
Thanks
Do you know if func_detail would do the same thing?
i assume it would, give it a try
Just for the record, it doesn’t. I’ll end up putting some props in that room though, so I won’t have a problem.
set solidity and render mode to make it invisible if you want.
All this is is VBSP checking if the room is accessible and/or has a purpose, then removing unneeded faces.
But an entity is required for VBSP to distinguish between what is the void and what is your map. If you have a map in the shape of a doughnut, but where the hole is completely sealed off, and you don’t have any entities where the doughnut (for the sake of the metaphor) is and you have an entity in the hole in the middle, then VBSP will assume that the hole is the doughnut and vica versa because there is no indicator that the doughnut is really the doughnut (I know the last part of the metaphor sucks, but you got the point, right?)
At least that is my understanding of how VBSP defines the void. If it’s wrong in any way, feel free to correct me.
IIRC, it still builds the collision for these areas, but doesn’t for the void. But yeh, essentially it just needs some kind of entity.