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Just great =\

Posted: Fri Jan 27, 2006 7:09 am
by Silicone_Milk
soo.... Just been adding more to the map I've been working on (which can be found here)
and selected all the brushes and caulked them all.
Then I did Shift + A to select all the brushes that were textured with the caulk texture and gave them all a base concrete coat to make it visible ingame.

Cool beans. I go on to compile to see my new ventalation network I added. :drool:

WHOOPS!

My light entities are leaking. First time I've ever seen it happen to so I don't know why it's doing it. :shrug:

First it was the first light I made a while ago that was having a red line pointing to a new brush I made today. Ok... delete the light. Compile. Next light leaks and points to same brush.
Ok so delete brush. Light still leaks but points to the area that the brush used to occupy. :icon27:

I wonder what's going on here. Could anybody help me out?

Thanks. :icon26:

Posted: Fri Jan 27, 2006 9:19 am
by Method
Looks like you have a leak. That's why one entity leaks after another.

Leak - a hole that shows the void (outside of the level).

Make sure that your level is sealed and there're no holes.

-Method

Posted: Fri Jan 27, 2006 12:45 pm
by SonicClang
I just realized that building a level in a game is a lot like building a recording studio. You can't have any leaks for air to get through or sound will get through.

Ok, sorry for my extremely poinless post... :)

Posted: Fri Jan 27, 2006 2:27 pm
by Silicone_Milk
but that's the thing... the map is completely sealed off. First thing to come into mind was that the hull was leaking but after checking it it's fine. The leak doesn't start at the info_player_start entity either like leaks normally seem to if the map is actually leaking out into the void.

Posted: Fri Jan 27, 2006 3:59 pm
by obsidian
Leaks usually point from the nearest entity to the location of the leak. Do brush cleanup in case you have any borked brushes. Make sure you aren't using any trans shaders. Make sure your hull is entirely structural and not detail brushes.

Posted: Fri Jan 27, 2006 10:53 pm
by Hex
second the transparent shader bit. Not all textures are "solid"

Posted: Fri Jan 27, 2006 10:57 pm
by Silicone_Milk
thanks guys. I wasn't using any shaders so it wasn't that.
Turns out that the hull was indeed a detail brush rather than structual. lol whoops =)

Accidently converted them while converting the actual playable map into detail to decrease vis compile.

Thanks again! Got it working now. :icon14:

Posted: Fri Jan 27, 2006 11:53 pm
by Foo
A complete amateur mistake, which absolutely all of us routinely make :P

Posted: Sat Jan 28, 2006 12:41 am
by Silicone_Milk
hehe yea =) I dont know why I didn't remake the hull earlier.
I usually just make a new hull if the map leaks. Has always fixed it for me.

Posted: Sat Jan 28, 2006 4:41 am
by obsidian
If it's just a structural/detail issue, don't remake the hull, just convert the detail brush back to structural.

Posted: Sat Jan 28, 2006 5:23 am
by Silicone_Milk
well.. already remade it.
Why do you say that though?