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Frame Models Causing Leaks

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Yes, they will. It collapses instances before checking for leaks.

Falsi sumus crusto!
FelixGriffin 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...

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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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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npc_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.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

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.

My Maps:
[spoiler][SP] Alternate[/spoiler]
npc_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.

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