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Weapon_portalgun inside map leaks

In my upcoming map, Wheatley's Punishment 02, My weapon_portalgun leaked, although it was inside the map! How do I fix this?

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: Image Check out and if it's enabled, just disable it ;)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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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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Turns out I had multiple leaks that are so tiny they are almost invisible.

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!

Lpfreaky90 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!

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