[ANOTHER] Problem With My Map
Quote from zivi7 on August 15, 2012, 10:38 amAlthough the log says the Incinerator leaked, that doesn't mean that the Incinerator itels is outside of the map. It just means that somewhere in the map is a leak that "reaches" the Incinerator. if you encase the Incinerator completely with brushes, you'll most likely just get the message that now another entity leaks.
Go to "Map" and then "load pointfile", like BEARD said. When Hammer asks "Create default one", say yes. Now find a red line in the 3D view and follow it - it should run through the real leak you are looking for.
Although the log says the Incinerator leaked, that doesn't mean that the Incinerator itels is outside of the map. It just means that somewhere in the map is a leak that "reaches" the Incinerator. if you encase the Incinerator completely with brushes, you'll most likely just get the message that now another entity leaks.
Go to "Map" and then "load pointfile", like BEARD said. When Hammer asks "Create default one", say yes. Now find a red line in the 3D view and follow it - it should run through the real leak you are looking for.
Quote from Alexander Bell on August 15, 2012, 10:51 amI meant to say I put a box around the map.
Anyway, I loaded the pointfile before I posted this and there was no red line anywhere, but it still said it leaked. I'm loading the map now, I'm going to delete the incinerator and try to compile to make sure thats the problem.
k, not the incinerator. Something else, but I have no clue what (the pointfile doesn't show me a red line).
Does tools/toolsblack seal the map, or is it like those vgui textures?
Found it, somehow I misplaced a modelless prop_dynamic and somehow got it way outside the map without noticing
I meant to say I put a box around the map.
Anyway, I loaded the pointfile before I posted this and there was no red line anywhere, but it still said it leaked. I'm loading the map now, I'm going to delete the incinerator and try to compile to make sure thats the problem.
k, not the incinerator. Something else, but I have no clue what (the pointfile doesn't show me a red line).
Does tools/toolsblack seal the map, or is it like those vgui textures?
Found it, somehow I misplaced a modelless prop_dynamic and somehow got it way outside the map without noticing
Quote from MasterLagger on August 15, 2012, 11:14 amAlexander Bell wrote:Found it, somehow I misplaced a modelless prop_dynamic and somehow got it way outside the map without noticingI've had that happen before. It's annoying.

I've had that happen before. It's annoying.
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Quote from BEARD! on August 15, 2012, 1:51 pmToolsblack seals the map. For future reference, you might want to use cordon(s) to compile a small part(s) of the map which works. Then expand the cordon further and further out, until suddenly it doesn't compile: this tells you where the source of the problem is. Edit: as pointed out, I wasn't thinking properly and this won't work for detecting leaks. It's still worth remembering for non-leaky stuff - I'm sure you'll find a use for it.
Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.
Toolsblack seals the map. For future reference, you might want to use cordon(s) to compile a small part(s) of the map which works. Then expand the cordon further and further out, until suddenly it doesn't compile: this tells you where the source of the problem is. Edit: as pointed out, I wasn't thinking properly and this won't work for detecting leaks. It's still worth remembering for non-leaky stuff - I'm sure you'll find a use for it.
Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.
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Quote from Shane on August 16, 2012, 7:00 amIt seems to me (and I honestly mean no disrespect by this) that you're getting yourself into some sloppy mapping habits. If one thing my effort to learn hammer has taught me it's taught me that if you get a problem you should work fastidiously to fix it as problems just compound themselves if you don't fix them and you'll end up with a poorly performing map.
Band aid solutions are called so for a reason. They don't fix the actual problem they just cover it up. Don't resort to using band aid solutions ion your maps unless you absolutely have to.
It seems to me (and I honestly mean no disrespect by this) that you're getting yourself into some sloppy mapping habits. If one thing my effort to learn hammer has taught me it's taught me that if you get a problem you should work fastidiously to fix it as problems just compound themselves if you don't fix them and you'll end up with a poorly performing map.
Band aid solutions are called so for a reason. They don't fix the actual problem they just cover it up. Don't resort to using band aid solutions ion your maps unless you absolutely have to.
Quote from FelixGriffin on August 16, 2012, 10:02 amBEARD! wrote:Toolsblack seals the map. For future reference, you might want to use cordon(s) to compile a small part(s) of the map which works. Then expand the cordon further and further out, until suddenly it doesn't compile: this tells you where the source of the leak/problem is.Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.
But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?
Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.
But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?

Quote from ChickenMobile on August 16, 2012, 10:04 amFelixGriffin wrote:But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?Snap
Snap
Quote from Alexander Bell on August 16, 2012, 10:15 ami dont no what a corodon is but i herd it not really alot but a little bit. And really, leaks are easy to find unless they're like this one, which was literally 2 units away from where the red line starts.
i dont no what a corodon is but i herd it not really alot but a little bit. And really, leaks are easy to find unless they're like this one, which was literally 2 units away from where the red line starts.
Quote from Shane on August 16, 2012, 10:54 amReduce the size of the grid, sometimes that allows you to pinpoint the leak a bit more precisely
Reduce the size of the grid, sometimes that allows you to pinpoint the leak a bit more precisely
Quote from Alexander Bell on August 16, 2012, 11:01 amI have my grid on 1 90% of the time anyway.
I have my grid on 1 90% of the time anyway.