Pointfiles
Quote from Brainstatic on July 27, 2011, 1:12 amI remember having seemingly impossible leaks at one point. Delete and recreate the brush that the red line goes right through. After that, try compiling the map again. If it says you have another leak, load the pointfile again. The red line may go right through another brush, in which case you should just repeat the previous steps until it compiles correctly or you come across an actual leak.
And as a side note, remember that the origins of entities and brush entities must not be in the void.
I remember having seemingly impossible leaks at one point. Delete and recreate the brush that the red line goes right through. After that, try compiling the map again. If it says you have another leak, load the pointfile again. The red line may go right through another brush, in which case you should just repeat the previous steps until it compiles correctly or you come across an actual leak.
And as a side note, remember that the origins of entities and brush entities must not be in the void.
Quote from Lostprophetpunk on July 27, 2011, 1:45 amsatchmo wrote:If two solid brushes meet each other with only a single vertex, that can cause a leak.There should always been at least 16 units of contact between brushes to prevent leaks.
I have never had trouble before with having my solid brushes meet with only one vertex. Also, the 16 units of contact...wouldn't that be overlapping?
@BOB74j - I have already tried that, loads of times. Everytime it's the same compiling error.
There should always been at least 16 units of contact between brushes to prevent leaks.
I have never had trouble before with having my solid brushes meet with only one vertex. Also, the 16 units of contact...wouldn't that be overlapping?
@BOB74j - I have already tried that, loads of times. Everytime it's the same compiling error.
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Quote from Lostprophetpunk on July 27, 2011, 9:11 amSkotty wrote:You just need contact edge to edge.Which is what I have done. Which is why I made the topic asking for help. If there was a gap in the map, I wouldn't have posted here as I would know where it is.
Which is what I have done. Which is why I made the topic asking for help. If there was a gap in the map, I wouldn't have posted here as I would know where it is.
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Quote from satchmo on July 27, 2011, 11:37 amI guess I don't mean overlapping, but the "depth" of the contact between two brushes needs to be 16 units or more to seal leaks.
I guess I don't mean overlapping, but the "depth" of the contact between two brushes needs to be 16 units or more to seal leaks.
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Quote from Lostprophetpunk on July 27, 2011, 11:40 amsatchmo wrote:I guess I don't mean overlapping, but the "depth" of the contact between two brushes needs to be 16 units or more to seal leaks.It's weird that I haven't had any problems when the depth of the contact has been just 1.
The walls are always 32 blocks in depth, but only one side is textured to a wall texture, the rest is nodraw.
Below is the error in the compiling stage...
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonportal 2binvbsp.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapssp_vertical_reach.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:program filessteamsteamappscommonportal 2portal2materialsLoading C:Program FilesSteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_button (290.56 210.58 64.26) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (38809 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 158 texinfos to 101
Reduced 15 texdatas to 15 (379 bytes to 379)
Writing C:Program FilesSteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonportal 2binvvis.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" -fast "C:Prog
ram FilesSteamsteamappscommonportal 2sdk_contentmapssp_vertical_reach"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
fastvis = true
2 threads
reading c:program filessteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.bsp
reading c:program filessteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.prt
LoadPortals: couldn't read c:program filessteamsteamappscommonportal 2sdk_
contentmapssp_vertical_reach.prtFinished. Press a key to close.
It's weird that I haven't had any problems when the depth of the contact has been just 1.
The walls are always 32 blocks in depth, but only one side is textured to a wall texture, the rest is nodraw.
Below is the error in the compiling stage...
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonportal 2binvbsp.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapssp_vertical_reach.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:program filessteamsteamappscommonportal 2portal2materialsLoading C:Program FilesSteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_button (290.56 210.58 64.26) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (38809 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 158 texinfos to 101
Reduced 15 texdatas to 15 (379 bytes to 379)
Writing C:Program FilesSteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonportal 2binvvis.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" -fast "C:Prog
ram FilesSteamsteamappscommonportal 2sdk_contentmapssp_vertical_reach"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
fastvis = true
2 threads
reading c:program filessteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.bsp
reading c:program filessteamsteamappscommonportal 2sdk_contentmapssp_ver
tical_reach.prt
LoadPortals: couldn't read c:program filessteamsteamappscommonportal 2sdk_
contentmapssp_vertical_reach.prtFinished. Press a key to close.
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Quote from Brainstatic on July 27, 2011, 12:07 pmLostprophetpunk wrote:@BOB74j - I have already tried that, loads of times. Everytime it's the same compiling error.Does the line go through the same brush each time? Also, make sure that the blue circle at the centers of all your brush entities are not in the void.
Does the line go through the same brush each time? Also, make sure that the blue circle at the centers of all your brush entities are not in the void.
Quote from Lostprophetpunk on July 27, 2011, 12:34 pmBOB74j wrote:Does the line go through the same brush each time? Also, make sure that the blue circle at the centers of all your brush entities are not in the void.Yes, goes through the same part of the brush where there isn't a leak. The centers of my brushes aren't in the void.
Yes, goes through the same part of the brush where there isn't a leak. The centers of my brushes aren't in the void.
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|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from Brainstatic on July 27, 2011, 1:07 pmLostprophetpunk wrote:Yes, goes through the same part of the brush where there isn't a leak. The centers of my brushes aren't in the void.Change all the brush's textures to one that you are sure seals leaks, make sure it's not a brush entity, and if that doesn't help, then I have no idea. You might want to try uploading the .vmf to the WIP section to see if anyone else can figure it out.
Change all the brush's textures to one that you are sure seals leaks, make sure it's not a brush entity, and if that doesn't help, then I have no idea. You might want to try uploading the .vmf to the WIP section to see if anyone else can figure it out.
Quote from Lostprophetpunk on July 27, 2011, 2:43 pmBOB74j wrote:Change all the brush's textures to one that you are sure seals leaks, make sure it's not a brush entity, and if that doesn't help, then I have no idea. You might want to try uploading the .vmf to the WIP section to see if anyone else can figure it out.I am using textures that I know seal leaks, as I have used them before. They aren't vertex textures either.
I don't want to upload the .vmf as I don't want anyone seeing the plan for the level.
I am using textures that I know seal leaks, as I have used them before. They aren't vertex textures either.
I don't want to upload the .vmf as I don't want anyone seeing the plan for the level.
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|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
