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[ANOTHER] Problem With My Map

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So, I'm building the last map in my map pack (I'm just making the last one, I'm not done with the others). I'm almost done with it, it just needs a few lights, some triggers..

Anyway, I placed an incinerator in my map, and now it leaks. I need that incinerator, and I can't move it. I've extended all the brushes near the incinerator, but it still leaks. I put a huge box around it thats just big enough to encase it, but it takes literally over an hour to compile, and I get like a 20GB bsp. How can I stop the leak without changing the incinerator and without a huge box?

Edit: The answer below is no longer applicable. Alexander Bell edited his post and completely changed his question after fixing the first problem. From now on I will quote him in every response I make.

This might help mapping-help/drastic-memory-overflow-fell-out-of-small-block-heap-t5710.html

I don't have anything tied to a func_detail, but since it is a PTI map, it makes sense there are tons of small brushes. Uh... in that case I'll need to re brush a few walls. If I just deleted the old brushes and make a new one in the old brush's place, will that seal the map, or does some something need to be set so it seals it?

A simple answer: Dont use PTI maps as base for maps you do in Hammer. Really, and if you want do use PTI in Hammer, be prepared for problems. And if you have problems, read the compile log. Messages are not coloured to make it look fun!

I know about the compile log and everything, skotty. And I really don't see how PTI -> Hammer could cause any errors, seeing as the PTI is error free 99% of the time.. I get the error %variables error thing and fell out of small block heap quite a bit, its never done anything before.

And about this map: I got my entity limit down, and it compiled in the PTI and ran just fine. Strange. I'm loading the edited (and completed) version to Hammer now.

As far as I can tell unless you specifically run VBSP with a -entity_limit an entity limit hammer should compile maps regardless of how many entities are in them, they simply won't run when Portal 2 launches.

The PTI editor is particularly bad with glass, deadly goo, and the kill triggers that go into the deadly goo, you should be able to save yourself a fair amount on entities by deleting the unnecessary blocks and re-configuring your remaining blocks.

Also, the reason that the PTI compilation process doesn't show errors is because it runs the compilation process silently in the background, if you read the log files for your maps I'd wager you'll find quite a few errors in them.

Also, be mindful of the fact that you can create a leak by accidentally tying one of your blocks to an entity, I once accidentally tied a floor block to a func_detail entity and it took me ages to figure out the problem because the pointfile showed the leak going straight through a block.

I fixed it by just removing a floor lift (44 ents) and re exporting. It compiled fine in the PTI.

And just BTW, a map with over 2048 ents WILL run, it will just crash instantly after it loads.

Technically it never runs, it just starts loading and then fails

Actually it loads 100% then fails. Trust me, I go over the ent limit all the time.

Have you loaded the pointfile in Hammer to trace the leak?

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