Weapon_portalgun inside map leaks
Quote from Portal3game83 on June 20, 2013, 7:52 pmIn my upcoming map, Wheatley's Punishment 02, My weapon_portalgun leaked, although it was inside the map! How do I fix this?
In my upcoming map, Wheatley's Punishment 02, My weapon_portalgun leaked, although it was inside the map! How do I fix this?

Quote from josepezdj on June 21, 2013, 2:18 am1. I guess you already know how to find leaks, but just in cases: once your compile tells you there's a leak in your map, go to Map > Load Pointfile. This will draw a red line from outside your map through the leak and will reach the portalgun: a leak can be either a little hollow between two brushes or maybe it's a func_brush or func_detail or whatever other entity, which don't seal a map.
2. Sometimes, stuff into the map have their center of origin outside the map. Go to Tools > Center Origins
3. Some other times you can have an annoying (and useless I think) option/feature enabled which is called Radius Culling and looks like this:
Check out and if it's enabled, just disable it
1. I guess you already know how to find leaks, but just in cases: once your compile tells you there's a leak in your map, go to Map > Load Pointfile. This will draw a red line from outside your map through the leak and will reach the portalgun: a leak can be either a little hollow between two brushes or maybe it's a func_brush or func_detail or whatever other entity, which don't seal a map.
2. Sometimes, stuff into the map have their center of origin outside the map. Go to Tools > Center Origins
3. Some other times you can have an annoying (and useless I think) option/feature enabled which is called Radius Culling and looks like this: Check out and if it's enabled, just disable it
Quote from iWork925 on June 21, 2013, 5:36 amAlso, just because the pointfile line is pointing to that particular entity, does NOT always mean that it is that entity which is causing the leak. There could be a hole in a wall and that particular entity is the first entity that the compiler found. You should follow the pointfile line to see exactly where it comes into the map.
Also, just because the pointfile line is pointing to that particular entity, does NOT always mean that it is that entity which is causing the leak. There could be a hole in a wall and that particular entity is the first entity that the compiler found. You should follow the pointfile line to see exactly where it comes into the map.

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Quote from Portal3game83 on June 21, 2013, 11:09 amTurns out I had multiple leaks that are so tiny they are almost invisible.
Turns out I had multiple leaks that are so tiny they are almost invisible.
Quote from Lpfreaky90 on June 21, 2013, 3:42 pmPortal3game83 wrote:Turns out I had multiple leaks that are so tiny they are almost invisible.Sounds like you're not working on grid or on a very small grid.
My recommendation is use a size 16 or 32 grid and have snap to grid on.
This way your brushes will get proper sizes! It will make leaks a lot less frequent and it'll also make them a lot easier to spot!
Sounds like you're not working on grid or on a very small grid.
My recommendation is use a size 16 or 32 grid and have snap to grid on.
This way your brushes will get proper sizes! It will make leaks a lot less frequent and it'll also make them a lot easier to spot!

Quote from ChickenMobile on June 22, 2013, 7:54 amLpfreaky90 wrote:Portal3game83 wrote:Turns out I had multiple leaks that are so tiny they are almost invisible.Sounds like you're not working on grid or on a very small grid.
My recommendation is use a size 16 or 32 grid and have snap to grid on.
This way your brushes will get proper sizes! It will make leaks a lot less frequent and it'll also make them a lot easier to spot!Even if your map is overly complex and has indents everywhere and aligns someplaces to 1 unit - always make the main layout snapped to a large grid first!
Sounds like you're not working on grid or on a very small grid.
My recommendation is use a size 16 or 32 grid and have snap to grid on.
This way your brushes will get proper sizes! It will make leaks a lot less frequent and it'll also make them a lot easier to spot!
Even if your map is overly complex and has indents everywhere and aligns someplaces to 1 unit - always make the main layout snapped to a large grid first!