inconsistent leak finding
Quote from face4radio on December 15, 2011, 2:21 amI'm observing some inconsistent finding of leaks that seems to be a bug in Hammer. I'm wondering if anyone recognizes this behavior.
I recently added a new section of the map, and upon compiling I was warned that an object was located in the void. I checked carefully, and, because it was a small area, I'm quite confident there were no leaks. Nevertheless, I blocked off this new area by expanding an existing brush to seal it off. Now the map compiled. Confused, I undid this change (control-Z), and tried to compile again. To my surprise, the map compiled!
summary:
original state -- complained of object in void
sealed new area -- compiled
undid seal -- compiledAlthough the Undo command has some issues, I'm willing to believe it can handle as simple a change as extending a brush. So the same map sometimes has a leak, and sometimes not.
Has anyone seen this before? Do you know what's going on?
I'm observing some inconsistent finding of leaks that seems to be a bug in Hammer. I'm wondering if anyone recognizes this behavior.
I recently added a new section of the map, and upon compiling I was warned that an object was located in the void. I checked carefully, and, because it was a small area, I'm quite confident there were no leaks. Nevertheless, I blocked off this new area by expanding an existing brush to seal it off. Now the map compiled. Confused, I undid this change (control-Z), and tried to compile again. To my surprise, the map compiled!
summary:
original state -- complained of object in void
sealed new area -- compiled
undid seal -- compiled
Although the Undo command has some issues, I'm willing to believe it can handle as simple a change as extending a brush. So the same map sometimes has a leak, and sometimes not.
Has anyone seen this before? Do you know what's going on?
Quote from Lpfreaky90 on December 15, 2011, 5:44 amno idea what went wrong.
But the easiest way to find leaks is after a failed compile go to map -> load point file and just follow the red line! That's the easiest way!
no idea what went wrong.
But the easiest way to find leaks is after a failed compile go to map -> load point file and just follow the red line! That's the easiest way!
Quote from Mr. P. Kiwi on December 15, 2011, 12:06 pmBrush entities have an 'origin point' (the purple dot in the middle of them); If, for some reason, you accidentally dragged that origin point outside the map it'll be considered as a leak, and if you accidentally dragged it back in then it won't leak.
Select all your brush entities and see if their origin point is not in the brush.
Brush entities have an 'origin point' (the purple dot in the middle of them); If, for some reason, you accidentally dragged that origin point outside the map it'll be considered as a leak, and if you accidentally dragged it back in then it won't leak.
Select all your brush entities and see if their origin point is not in the brush.
Quote from wrathofmobius on December 15, 2011, 2:23 pmhttps://developer.valvesoftware.com/wiki/Leak
This article might help. There's a few common causes of leaks there. Maybe you accidentally moved an areaportal?
https://developer.valvesoftware.com/wiki/Leak
This article might help. There's a few common causes of leaks there. Maybe you accidentally moved an areaportal?
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Quote from face4radio on December 16, 2011, 1:47 amGood suggestions, but I'm afraid they haven't resolved the issue. The error is that an object is located in the void, so loading the point file shows a red line indicating a random object in my map. I checked my brush entities, and both have origin points located squarely inside. The leak article is a nice summary, but my core problem is a bit different.
My problem is that exactly the same map sometimes has a leak, and sometimes not. The workaround I'm currently using is what I described above (seal off the new area, compile, undo, compile again). It's a little tedious, but gets the job done. I guess I just wanted to vent about that.
Good suggestions, but I'm afraid they haven't resolved the issue. The error is that an object is located in the void, so loading the point file shows a red line indicating a random object in my map. I checked my brush entities, and both have origin points located squarely inside. The leak article is a nice summary, but my core problem is a bit different.
My problem is that exactly the same map sometimes has a leak, and sometimes not. The workaround I'm currently using is what I described above (seal off the new area, compile, undo, compile again). It's a little tedious, but gets the job done. I guess I just wanted to vent about that. ![]()
Quote from PortalCombat on December 16, 2011, 4:03 amface4radio wrote:My problem is that exactly the same map sometimes has a leak, and sometimes not. The workaround I'm currently using is what I described above (seal off the new area, compile, undo, compile again). It's a little tedious, but gets the job done. I guess I just wanted to vent about that.I had the some problem with one of my first maps.
I was able to move or rotate the camera inside 3D-view to make it compile or not compile.
So I did not even try to fix the "invisible" leak, I just used different camera angles.In my case, I was able to fix that problem with "center origins" command.
Since I know how to prevent leaks like this, I never got them again.
I had the some problem with one of my first maps.
I was able to move or rotate the camera inside 3D-view to make it compile or not compile.
So I did not even try to fix the "invisible" leak, I just used different camera angles.
In my case, I was able to fix that problem with "center origins" command.
Since I know how to prevent leaks like this, I never got them again.
Quote from Spam Nugget on December 16, 2011, 4:29 amI know at one point I had some trouble with a corrupt entity (an invisible, unselectable, unwanted entity) causing leaks. I dont know if this is also the cause of your problems, but the way to fix it was to select everything in the map and copy it to a new map, which then worked perfectly. I hope this helps.
I know at one point I had some trouble with a corrupt entity (an invisible, unselectable, unwanted entity) causing leaks. I dont know if this is also the cause of your problems, but the way to fix it was to select everything in the map and copy it to a new map, which then worked perfectly. I hope this helps.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Robdon on December 16, 2011, 5:03 amSpam Nugget wrote:I know at one point I had some trouble with a corrupt entity (an invisible, unselectable, unwanted entity) causing leaks. I dont know if this is also the cause of your problems, but the way to fix it was to select everything in the map and copy it to a new map, which then worked perfectly. I hope this helps.Yep, I've had this also.
Hammer gets confused sometimes
If you wanna post your .vmf file, I or someone can take a look for you if you cant find it...
Rob.
Yep, I've had this also.
Hammer gets confused sometimes ![]()
If you wanna post your .vmf file, I or someone can take a look for you if you cant find it...
Rob.
Quote from baca25 on December 16, 2011, 5:22 amThis happens to many many people, and the problem 80% of the time is they have that button that hass a R with a red circle around it enabled. Its on the upper middle toolbar. Make sure that it isnt enabled. I think its called culling???
This happens to many many people, and the problem 80% of the time is they have that button that hass a R with a red circle around it enabled. Its on the upper middle toolbar. Make sure that it isnt enabled. I think its called culling???
Mapping Since May 21, 2011
Quote from ChickenMobile on December 16, 2011, 6:09 ambaca25 wrote:This happens to many many people, and the problem 80% of the time is they have that button that hass a R with a red circle around it enabled. Its on the upper middle toolbar. Make sure that it isnt enabled. I think its called culling???I was going to say the same thing. And it is called the 'radius culling' button, a cousin to the cordon tool.
I was going to say the same thing. And it is called the 'radius culling' button, a cousin to the cordon tool.





