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My map supposedly has a leak. I used "load pointfile" to find it and it's showing leaks where I have brushes. I even put more brushes around those and it still showed it as a leak. Anyone got any ideas?

Are those brushes func_details?
ONLY world brushes can seal your map.
Maybe upload your vmf?

Try deleting the brushes and replacing them. Also, did you carve or use vertex modifiaction on those brushes? cause that can stuff them up at times.

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I think in terms of boolean variables. Generally, it makes things easier.
lpfreaky90 wrote:
Are those brushes func_details?
ONLY world brushes can seal your map.

It may help to turn off the func_detail auto visgroup, then you can see what the compiler sees when it searches for leaks.

Oh and some transparent brushes, like glass and grates, cannot be used to seal maps. Even as world brushes.

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I think in terms of boolean variables. Generally, it makes things easier.

If your map is too big, disable Radios Culling. (shortkey C)

Also, sometimes corrupt entities with strange properties can also produce errors.

The Aperture Alpha
A map pack coming soon. - click for more information
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portal2companioncube wrote:
My map supposedly has a leak. I used "load pointfile" to find it and it's showing leaks where I have brushes. I even put more brushes around those and it still showed it as a leak. Anyone got any ideas?

If you have already tried all above, I can only think of this: you have leaks indeed but you cannot see them... Have you tried to set the smallest grid (1 unit) and go where the pointfile leads you? sometimes, overall if you copy/paste usually (I'm telling this from my own experience), there are mini-little-thin-spaces between brushes that you can only see if you look closely.

Check out if this is your case...

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

Entity origins may cause leaks, too. Once that almost drove me crazy :(
You can center the origin via menu >> center origins...

I accidentally put a post that I meant to put in this topic in "Textures." It's the one towards the end with the cap letters that say, "WHAT'S GOING ON?"

Try selecting everything in your map by drawing a big box around it using the select tool, copying it and pasting it in a new map. Ive had a leak problem before that was solved by doing this; occassionally hammer creates corrupt entities that are invisible and unselectable but which cause leaks.

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I think in terms of boolean variables. Generally, it makes things easier.
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