Frame Models Causing Leaks
Quote from FelixGriffin on July 29, 2012, 11:15 amYes, they will. It collapses instances before checking for leaks.
Yes, they will. It collapses instances before checking for leaks.

Quote from josepezdj on July 29, 2012, 11:44 amFelixGriffin wrote:Yes, they will. It collapses instances before checking for leaks.Hmmm... that's right. Maybe I got that wrong impression because I'm using many instances surrounded by brushes (like wall panel pushout or lab rooms), that do seal the map...
Hmmm... that's right. Maybe I got that wrong impression because I'm using many instances surrounded by brushes (like wall panel pushout or lab rooms), that do seal the map...

Quote from msleeper on July 29, 2012, 5:02 pmWas the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.
Was the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.
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Quote from josepezdj on July 30, 2012, 4:50 amnpc_msleeper_boss wrote:Was the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.Vordwann wrote:....., and even though the models' origins are at their centers, the point file draws a line from their corners. All of the frame models do this. If this has happened to anyone else, or if you have any ideas, please help. Thanks!I guess he already checked the models' origin are within the limits of the sealed map.
I've remembered another thing as well, Vordwann: I'm not sure what models are those you're using (I'm not in front of my pc atm), but I remember I built a map many months ago using many of the stock window frames, and soon I realized they were not symmetrical, meaning that they don't snap to the grid equally on one orientation than if you rotate it 180 degrees. Check that in the case that a "wrong" orientation could be causing the leak.
I guess he already checked the models' origin are within the limits of the sealed map.
I've remembered another thing as well, Vordwann: I'm not sure what models are those you're using (I'm not in front of my pc atm), but I remember I built a map many months ago using many of the stock window frames, and soon I realized they were not symmetrical, meaning that they don't snap to the grid equally on one orientation than if you rotate it 180 degrees. Check that in the case that a "wrong" orientation could be causing the leak.
Quote from Vordwann on July 30, 2012, 11:39 pmThanks for the help everyone! Skotty's suggestion was right, I just had to put an extra nodraw brush outside in the corner between the brushes to do some overkill sealing.
Thanks for the help everyone! Skotty's suggestion was right, I just had to put an extra nodraw brush outside in the corner between the brushes to do some overkill sealing.
[spoiler][SP] Alternate[/spoiler]
Quote from Skotty on July 31, 2012, 8:52 amnpc_msleeper_boss wrote:Was the model origin in the void? In some weird instances, the model origin isn't nearby the actual model. You can see the model origin when you're moving it around, it's the point that snaps to the grid.No, this isn't the problem. I would have seen this, wouldn't be new to me after 7 years. As I said, even origins of brush entities weren't the problem.
No, this isn't the problem. I would have seen this, wouldn't be new to me after 7 years. As I said, even origins of brush entities weren't the problem.