Leak in my map!
Hi guys!
It's me sicknature here. I recently started making maps and I'm up to make my first map, but that leak I can't find is stopping me. I was wondering if it is from the textures that are outside the map but it sounds ridiculous. I would really appreciate if any good mapper out there is fine with helping me to find the leak. Or if he/she isn't interested in explaining the stuff, just fix it for me.
The place I suspect is the tunnel under the ground, because there are many weird-shaped objects just to look like a real dirt tunnel.
Also, if you can't open the map, write here in the thread to upload the models. I'm using a default texture (cs_cbble.wad), so I don't think you would have problems with opening it.
The message I got from the compiler:
hlcsg v3.4 VL31 (Oct 14 2013)
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: "D:\Mapping stuff\tools\hlcsg.exe" -nowadtextures -cliptype Simple -wadinclude halflife.wad -wadinclude zhlt.wad -wadinclude cs_cbble.wad "D:\Mapping stuff\maps\the_115_bench"
Arguments: -nowadtextures -cliptype Simple -wadinclude halflife.wad -wadinclude zhlt.wad -wadinclude cs_cbble.wad "D:\Mapping stuff\maps\the_115_bench" -low -wadautodetect
Entering D:\Mapping stuff\maps\the_115_bench.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]
Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife.wad]
[zhlt.wad]
[cs_cbble.wad]
CreateBrush:
(0.86 seconds)
CSGBrush:
(0.97 seconds)
Including Wadfile: \mapping stuff\halflife.wad
- Contains 18 used textures, 90.00 percent of map (3116 textures in wad)
Including Wadfile: \mapping stuff\wad files\cs_cbble.wad
- Contains 2 used textures, 10.00 percent of map (61 textures in wad)
Wad files required to run the map: (None)
added 9 additional animating textures.
Texture usage is at 0.43 mb (of 32.00 mb MAX)
2.00 seconds elapsed
----- END hlcsg -----
hlbsp v3.4 VL31 (Oct 14 2013)
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: "D:\Mapping stuff\tools\hlbsp.exe" "D:\Mapping stuff\maps\the_115_bench"
Arguments: "D:\Mapping stuff\maps\the_115_bench" -low -chart
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]
SolidBSP [hull 0] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-714,608,-460)-(-661,686,-448) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-662,581,-449)-(-640,608,-448) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-662,499,-449)-(-623,599,-444) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-763,-212,-444)-(-752,-183,-420) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1931 (0.62 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ (-790,-482,-208)
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...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-699,-330,-413)-(-677,-269,-408) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-695,-333,-413)-(-686,-330,-408) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1555 (0.48 seconds)
SolidBSP [hull 2] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-700,405,-400)-(-696,441,-400) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-708,554,-434)-(-682,668,-412) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-702,696,-413)-(-693,757,-404) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-681,-261,-293)-(-659,-260,-224) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1291 (0.33 seconds)
SolidBSP [hull 3] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-674,610,-431)-(-661,629,-430) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-733,508,-427)-(-729,558,-425) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-719,447,-414)-(-715,460,-414) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-726,445,-415)-(-719,452,-414) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-650,-229,-239)-(-648,-228,-238) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-699,-330,-431)-(-677,-269,-426) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-695,-333,-431)-(-686,-330,-426) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1917 (0.70 seconds)
Reduced 4515 clipnodes to 4274
Reduced 468 texinfos to 453
Reduced 29 texdatas to 28 (447648 bytes to 444792)
Reduced 12730 planes to 3186
FixBrinks:
Increased 4274 clipnodes to 4535.
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/512 2176/32768 ( 6.6%)
planes 3186/32768 63720/655360 ( 9.7%)
vertexes 3228/65535 38736/786420 ( 4.9%)
nodes 2141/32767 51384/786408 ( 6.5%)
texinfos 453/32767 18120/1310680 ( 1.4%)
faces 2314/65535 46280/1310700 ( 3.5%)
* worldfaces 2124/32768 0/0 ( 6.5%)
clipnodes 4535/32767 36280/262136 (13.8%)
leaves 1263/32760 35364/917280 ( 3.9%)
* worldleaves 1059/8192 0/0 (12.9%)
marksurfaces 3027/65535 6054/131070 ( 4.6%)
surfedges 10713/512000 42852/2048000 ( 2.1%)
edges 5765/256000 23060/1024000 ( 2.3%)
texdata [variable] 444792/33554432 ( 1.3%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 7311/2097152 ( 0.3%)
* AllocBlock 4/64 0/0 ( 6.3%)
28 textures referenced
=== Total BSP file data space used: 816129 bytes ===
Wad files required to run the map: (None)
3.56 seconds elapsed
----- END hlbsp -----
hlvis v3.4 VL31 (Oct 14 2013)
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: "D:\Mapping stuff\tools\hlvis.exe" -full "D:\Mapping stuff\maps\the_115_bench"
Arguments: -full "D:\Mapping stuff\maps\the_115_bench" -low
>> There was a problem compiling the map.
>> Check the file D:\Mapping stuff\maps\the_115_bench.log for the cause.
----- END hlvis -----
Map file: http://www85.zippyshare.com/v/7X5LxOk0/file.html
I really need your help guys! Thanks in advance!
Compile your map and after the leak ERROR appears just go in hammer at "Map" and almost at bottom is "Load Pointfile" click it and select the file .pts (or just press Yes if hammer ask you to "Load default pointfile?"
So now you will have a line going around our map..just fallow the line and find the hole in your map->cover it-> profit :D
its not a rocket science, there are just few methods to do that
1. check your map in complex areas from inside and outside
2. use generated pointfile to trace a leak
3. use "cordon" or similar methods to locate leak by isolating certain areas.
in your case its quite obvious one: http://i.imgur.com/SywsPMW.png
follow methods above if you have more.
I still can't fix it. I don't know how. Do I have to resize it or just delete the whole block and do it again? I tried applying some textures, but this seems just stupid. I'm a total beginner guys, please do it for me. :\ If it's that easy you should easily do it in just a few minutes. Trust me I've been messing with that all day long. I can't figure it out. :\
Edit: Omg, I didn't realise these were actually pictures from my map... :D :D :D Sorry about that. I hope I can fix it even though I know where to mess up. :D
Edit2: Ok, spr1n I fixed those leaks but the compiler's message still appears. What do I do? I'm begging you to do it for me.. I can't deal with this thing.. :\
Just make sure there is no hole at all and that all textures are connected. Make sure the objects are in good structures and arent causing bugs/errors (alt+p) . If the map still shows leak error after fixing those, there must be another somewhere else.
I recommend you to start using batch-compiler to compile your maps. There are probably thousands of guides everywhere how to set it up and where to download it. (Probably even compiled with the VHE download you can download here in XJ).
As for leaks, you usually have to re-do the block by adjusting them so there is not a black-hole in the map (opening) as the name suggests. It's a rookie mistake, and you will eventually learn to avoid leaks in the future.
I'm also by no means a veteran mapper, as I have had my fair share of problems myself, so take my advice with a grain of salt.
Good luck :)
[blockquote]2. use generated pointfile to trace a leak[/blockquote] This.
Load the pointfile in hammer and search the red part from the line, there´s your leak.
IF its a leak then u will have to hunt for it.
other things umight mised that cause this issue are:
1. if you func_wall an brush that targets out to the world editor (the space) then move it to world, no brushes should be wall,even tunnels etc, should be no entitys just brushes.
2. delete all entitys and put 1 light and 1 player entity and recompile just to test, then it will direct u to the nearer entiy whether light or player start.
else u will have to cut (seperate ur map) and compiling till u find which part has the leak.
gluck =d
seriously dude, it took me less than a minute to find 2 more holes in your map
Its nice to see new mappers, especially the ones who experiment with vertex and clip tools, but you should start doing what people suggest you to. Nobody going to make maps for you and leaks are something everybody hate, so don't expect that to be fixed by somebody else. Its nasty issue and you have to learn to deal with such issues yourself as well. Look through things people suggest you and take your time going through those and fix your bugs carefully. Sorry, but I'm not going to show you leaks I found this time, because they are literally in the same place and it will not teach you anything, and you will end up just with one map, as such issues will persist.
Your brush work is awful and big part of your leaks, avoid overlapping brushes and try to connect those properly. I would suggest you to rebuild that area completely. You are doing good experimenting with VHE tools, but you need more precision. Grouping wall/floor/ceiling segments is the right thing to do, but you must pay more attention how you connect those.
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