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Impossible Leaks [Fixed]

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Any time you map you first start with a grid size of 32 or 64 units, Make the boundaries of the level, and then add the mechanics in between testing them. Always work in baby-steps.

First guy tells the second guy, "My head hurts!" The second guy replied, "Stop thinking so much!" Then the first guy says, "I think that what caused my problem in the first place!" The second guy says, "Then stop banging you head against the wall!"

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I find the following helpful in finding and fixing leaks:

Go to the Auto tab under Visgroups.
Uncheck everything except "World Geometry".
Look for holes.

Note: If you have any instances with world geometry that join into your level (ex: elevators), you should probably check "Point Entities" and make sure they are aligned.

Additionally, if an entity's origin is outside the map, you'll get leaks in a sealed map.

Marlovious wrote:
The entity isn't causing the leak. It is only the first entity that gets compiled and see's the leak. If you follow the red line from the point file (lower-left of your screenshot) to the left you will find a hole in your map. Also, make sure you are not using func_detail since these can not be used to seal a map.

Ye, finding weird leaks easier, if you hide func_details (uncheck it at visibility options panel thingie). And you dont need to unload the pointfile before you load the new one. Also if the leak starts and ends outside the map, its good to select the whole map (or part of it) to see if an origin dot causes the leak. If jes, then just try to find to what object it belong (selecting less and less part of the map) and then choose center origins from the right click menu. Also sometimes the compiler names the entity that leaked.

-= Check out my maps: workshop, and their .vmf sources: homepage =-

Thank you everyone for all the tips! I should have version 1.2 of Twin Pillars uploaded sometime this week or early next week.

Try out Twin Pillars, a Portal 2 map by BOB74j.
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