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random false leaks

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Nacimota wrote:
Actually it doesn't look like he has done that at all. It looks like a really bad clipping job to me.

Yep, you're right. I just saw a shitload of triangles splitting the huge wall at the back and thought "carve", without looking at how the splits were laid out. Either way, it's a bad mapping technique though.

Another thing I noticed when compiling is the error:
make_triangles:calc_triangle_representation: cannot convert
I'm not sure what this is about, since it appears in the compile window, but doesn't show in the log afterwards.

tactical fluke wrote:
what i meant by lights was actually the light entities not the instance ones. if i try to run the map, it just says that there is a leak from a light, but pointfile cuts through a solid block, not a func detail. plz help.

The only leak I see on the last copy of the map you posted is caused by the corridor leading to the exit instance. When i adjust that so it is properly sealed, the map compiles fine, other than the errors with the props.

ive attached a picture of what it looks like in my hammer

you know who i am?! i'm the man who's gonna burn your map down, with the lemons, im gonna get my coders to create a combustible lemons, that burns your map down!

This is one of the worst VMFs I have ever seen. Just about everything you are doing is either 1.) wrong or 2.) insane.

You need to go back to Source/Hammer Level Design 101.

:notwant:

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