Leak in info_teleport_destination?
I dont now what to do.....i hate those Leaks
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve"
** Executing...
** Command: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlcsg.exe
** Parameters: "d:\new folder\mtd_mariobhop" -nowadtextures
hlcsg v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlcsg -----
Command line: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlcsg.exe "d:\new folder\mtd_mariobhop"-nowadtextures
Entering d:\new folder\mtd_mariobhop.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
39 brushes (totalling 234 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.38 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.80 seconds)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 6 used textures, 13.33 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\user1\desktop\new folder (7)\new folder (4)\mario.wad
- Contains 14 used textures, 31.11 percent of map (22 textures in wad)
Using Wadfile: \documents and settings\user1\desktop\new folder (7)\new folder (4)\1.wad
- Contains 11 used textures, 24.44 percent of map (15 textures in wad)
Using Wadfile: \documents and settings\user1\desktop\new folder (7)\new folder (4)\anim.wad
- Contains 2 used textures, 4.44 percent of map (53 textures in wad)
Using Wadfile: \documents and settings\user1\desktop\new folder (7)\new folder (4)\aaa.wad
- Contains 1 used texture, 2.22 percent of map (2 textures in wad)
Using Wadfile: \program files\valve\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \documents and settings\user1\desktop\new folder (7)\null.wad
- Contains 1 used texture, 2.22 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\user1\desktop\new folder (5)\timecounter.wad
- Contains 10 used textures, 22.22 percent of map (17 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.45 mb (of 4.00 mb MAX)
3.48 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlbsp.exe
** Parameters: "d:\new folder\mtd_mariobhop"
hlbsp v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlbsp -----
Command line: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlbsp.exe "d:\new folder\mtd_mariobhop"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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 ]
noopt [ 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 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2389 (0.20 seconds)
Warning: === LEAK in hull 0 ===
Entity info_teleport_destination @ ( 12,-458,-157)
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
SolidBSP [hull 1] 500...1000...1500...2000...2485 (0.44 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2445 (0.31 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2594 (0.25 seconds)
3.27 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlvis.exe
** Parameters: "d:\new folder\mtd_mariobhop"
hlvis v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlvis -----
Command line: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlvis.exe "d:\new folder\mtd_mariobhop"
>> There was a problem compiling the map.
>> Check the file d:\new folder\mtd_mariobhop.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlrad.exe
** Parameters: "d:\new folder\mtd_mariobhop"
hlrad v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlrad -----
Command line: C:\DOCUME~1\User1\Desktop\NEF71F~1\hlrad.exe "d:\new folder\mtd_mariobhop"
>> There was a problem compiling the map.
>> Check the file d:\new folder\mtd_mariobhop.log for the cause.
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "d:\new folder\mtd_mariobhop.bsp" "C:\Program Files\Valve\cstrike\maps\mtd_mariobhop.bsp"
** Executing...
** Command: Copy File
** Parameters: "d:\new folder\mtd_mariobhop.pts" "C:\Program Files\Valve\cstrike\maps\mtd_mariobhop.pts"
** Executing...
** Command: C:\PROGRA~1\Valve\hl.exe
** Parameters: +map "mtd_mariobhop" -game cstrike -dev -console +deathmatch 1
I have no teleports outside the map .... pls help me :(
[ Edited ]
I also got a leak and I don´t know how to fix :/
ye i had a leak like that, but instead a info_teleport_destination, i had a leak in a cycler_sprite.
I fix it putting a skybox.
lol a skybox is a MUST
if u have a skybox the entity is probably outside of the skybox
i have skybox :D i will try to find the leak by the coordinates
use pointfile
Map -> Load pointfile
Find the start/end and follow it to where it goes from the inside to the outside of the map.
ye i had a leak like that, but instead a info_teleport_destination, i had a leak in a cycler_sprite.
I fix it putting a skybox.
The leak isnt in the entity, the entity listed is just to know where the pointfile starts from...
i fix it ... i just have a hole in the sky XD
lol. always make sure all your brushes are connected. this can cause problems in the later mapping stages. and believe me. when you get a leak at 75% done. this is not a fun problem to deal with. make sure all brushes are connected and you shouldnt have this problem
i have skybox :D i will try to find the leak by the coordinates
When you say skybox, do you mean surrounding your enitire map in a hollowed out cube with the sky texture?
I read on the joe.to forums, that that is bad ?
Yes that is bad if you only need sky on the "top" of the map, or just one place in he map.
Its also considered a cheat to use hollow a box with the sky texture on it. the compiler will compile just about anything you make. doesnt help fps and r speeds though so dont use it. its better just to learn from your mistakes
If you do create a sky box, why don't use the null texture instead of the sky texture?
Try to locate that entity... map/entity report and search for the teleport_destination.
Your rmf must have ZERO errors (alt P). Hammer is not perfect it sucks sometimes... like with 3.4 if you group 2 func_wall groups by making them func_wall again you get an empty func_wall block error that covers 100% of the grid... this makes an error so you just select the error empty func wall and delete it... but if you dont alt-p all the time you just dont know about it.
If not try to delete all ents and start again with that part.
[ Edited Thu Feb 01 2007, 09:45AM ]
If you do create a sky box, why don't use the null texture instead of the sky texture?
1. Sky is visible ingame only on brushes which have sky texture applied to them.
2. Null texture alone wont solve low fps problem on big/complex maps. If u make a box around ur map, VIS will bounce of them and theres a good chance that ur whole map will be rendered at the same time. It doesnt matter what texture is applied to ur skybox...
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