Map somehow broken.

I started mapping a single-player level based on few combined Black Mesa:Source and custom maps when i encountered this error in one of the maps:

In-Game view:

http://cloud-2.steampowered.com/ugc/487828791798097344/C9EEBAAA35748624B190FAD8AE4F8A9B526A7ED1/

http://cloud-3.steampowered.com/ugc/487828791802038396/DF643361DF7144E77FA0B7B5E1C674EFE6458A2C/

http://cloud-2.steampowered.com/ugc/487828791802054556/55CD05976EFC18F82DFB8B9237780046290E304A/

Hammer view:

http://puu.sh/9S3xq/14ddd6d2c0.jpg

http://puu.sh/9S3zH/d215fa1d50.jpg

http://puu.sh/9S3B3/ce468b03e1.jpg

Could the problem be, that the entire outside is made out of Player clip?BM;S mappers made it like that.(Or vmex broke something)
Also the some of the brushes render, and all of the props just fall trought the brushes to the void.There looks like there is a leak but i checked the log and there is no leak.
I even placed a box around the map with hollow.

Link to vmf

Link to log

Could you just post the latest log? Your current one is filled with stuff such as

0…1…2…3…4…5…6…7…8…9…10**** leaked ****
Entity prop_static (-2176.00 -8246.00 -3374.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-2188.0 -7168.0 -3456.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

Which clearly indicate problems, but it’d help if the logfile wasnt polluted by earlier compiles.

Oh!Sorry i’ll get the latest one.

[editline]1st July 2014[/editline]

The link has been updated.Latest version of the log file is on it.

Still leaking, that’s the issue, means your map has entities which are “leaking” into the black void, in Hammer go to Map - Load Pointfile and follow the red lines to the troublesome entity and where it’s leaking to.

Just bloody noticed in your Hammer screenshot you’re trying to seal the map with a tools texture that isn’t toolsskybox.

Not gonna work pal.

That were BM;S mappers who did that. :stuck_out_tongue:

Replace the ones facing the void with the Nodraw texture.

Thanks.

Or the face texture. Nodrawing the exterior of the map doesn’t really do anything since all faces are stripped from the exterior of the map during compile time (assuming the map isn’t leaking.)

But it makes the calculation quicker and nodraw still seals the map. :v:

[editline]2nd July 2014[/editline]

Seriously, nodraw is the golden standard for sealing your map and backfacing brushwork.

No it doesn’t. All textures are stripped from brush faces outside the map without prejudice. The last time I looked at the code for vbsp, it worked by parsing ascending brush numbers.

Yeah, no.

The only things nodrawing the exterior of the map does is get you lost in a sea of yellow in the 3D view and make nodraw errors inside the map much more common due to forgetting to texture a face.

Nodraw is not rendered in source wich MAKES the calculations quicker.
When i was compiling a SP level with no nodraw at the void side, the compiling time took cca. 3 minutes
With the nodraw it was like 2,3 -2,4 minutes.It isn’t much a difference but when you’re making a huge level it is a good tool.

Nodraw on the inside of the level is not rendered in source. Nodraw on the outside of the level serves no purpose since all textures are stripped away regardless of what they are. That is unless your map is leaked or you’re doing something dumb like using playerclip on the outside of the map.

The more likely reason that your map decreased in compile time is because you also changed other things after you applied nodraw to the exterior of the map. Either that or your map was leaked and compile time decreased because it didn’t have to deal with huge faces in the void.

I’ve been mapping for 17 years across many game engines, I think I know a bit more about how the compile tools and the engine work than you do.

GiGaBiTe is right yo, I was just suggesting Nodraw as it’s what I always do, any texture in the void will be culled when it comes to compiling.

Alright…