Leaks
oloffe
Sweden Join Date: 2005-03-07 Member: 44227Members
GAHHH!!! I hate LEAKS!! I have cheked whole my map after leaks and Hammer still tells me that I have leaks.
LOG:
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlcsg.exe
** Parameters: "d:\co_map"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\Program\VALVEH~1\tools\hlcsg.exe "d:\co_map"
Entering d:\co_map.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
20 brushes (totalling 200 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.44 seconds)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns.wad
- Contains 35 used textures, 40.70 percent of map (578 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns2.wad
- Contains 20 used textures, 23.26 percent of map (296 textures in wad)
Including Wadfile: \program\valve hammer editor\tools\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns_eclipse.wad
- Contains 2 used textures, 2.33 percent of map (61 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns_tanith.wad
- Contains 6 used textures, 6.98 percent of map (101 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\halflife.wad
- Contains 23 used textures, 26.74 percent of map (3116 textures in wad)
added 7 additional animating textures.
Texture usage is at 3.16 mb (of 4.00 mb MAX)
16.03 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlbsp.exe
** Parameters: "d:\co_map"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\Program\VALVEH~1\tools\hlbsp.exe "d:\co_map"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
Warning: === LEAK in hull 0 ===
Entity light @ (-2892,-2460,-3492)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
Warning: === LEAK in hull 1 ===
Entity light @ (-1648,-3198,-3568)
Warning: === LEAK in hull 2 ===
Entity light @ (-1648,-3198,-3568)
Warning: === LEAK in hull 3 ===
Entity info_team_start @ (-2728,-3200,-3404)
12.47 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlvis.exe
** Parameters: "d:\co_map"
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\Program\VALVEH~1\tools\hlvis.exe "d:\co_map"
>> There was a problem compiling the map.
>> Check the file d:\co_map.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlrad.exe
** Parameters: "d:\co_map"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\Program\VALVEH~1\tools\hlrad.exe "d:\co_map"
>> There was a problem compiling the map.
>> Check the file d:\co_map.log for the cause.
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "q:\- ö v r i g t -\ns maps\co_beyond.bsp" "C:\Spel\Steam\SteamApps\my_email\half-life\ns\maps\co_map.bsp"
Is there a way to see where the leek is, or do i have to serch the whole map??
I know the "big-box" thing but i think that it's not a solution
LOG:
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlcsg.exe
** Parameters: "d:\co_map"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\Program\VALVEH~1\tools\hlcsg.exe "d:\co_map"
Entering d:\co_map.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
20 brushes (totalling 200 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.44 seconds)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns.wad
- Contains 35 used textures, 40.70 percent of map (578 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns2.wad
- Contains 20 used textures, 23.26 percent of map (296 textures in wad)
Including Wadfile: \program\valve hammer editor\tools\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns_eclipse.wad
- Contains 2 used textures, 2.33 percent of map (61 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\ns\ns_tanith.wad
- Contains 6 used textures, 6.98 percent of map (101 textures in wad)
Using Wadfile: \spel\steam\steamapps\my_email\half-life\halflife.wad
- Contains 23 used textures, 26.74 percent of map (3116 textures in wad)
added 7 additional animating textures.
Texture usage is at 3.16 mb (of 4.00 mb MAX)
16.03 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlbsp.exe
** Parameters: "d:\co_map"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\Program\VALVEH~1\tools\hlbsp.exe "d:\co_map"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
Warning: === LEAK in hull 0 ===
Entity light @ (-2892,-2460,-3492)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
Warning: === LEAK in hull 1 ===
Entity light @ (-1648,-3198,-3568)
Warning: === LEAK in hull 2 ===
Entity light @ (-1648,-3198,-3568)
Warning: === LEAK in hull 3 ===
Entity info_team_start @ (-2728,-3200,-3404)
12.47 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlvis.exe
** Parameters: "d:\co_map"
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\Program\VALVEH~1\tools\hlvis.exe "d:\co_map"
>> There was a problem compiling the map.
>> Check the file d:\co_map.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:\Program\VALVEH~1\tools\hlrad.exe
** Parameters: "d:\co_map"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\Program\VALVEH~1\tools\hlrad.exe "d:\co_map"
>> There was a problem compiling the map.
>> Check the file d:\co_map.log for the cause.
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "q:\- ö v r i g t -\ns maps\co_beyond.bsp" "C:\Spel\Steam\SteamApps\my_email\half-life\ns\maps\co_map.bsp"
Is there a way to see where the leek is, or do i have to serch the whole map??
I know the "big-box" thing but i think that it's not a solution
Comments
Then just follow the line until it goes through a hole.
Well, first of all make sure they're not entities. If they aren't, and the line is still going through them, just try following it until you can find a hole. It's possible sometimes for it to go through solids when there's a leak. Also check for problems in Hammer, and make sure you've loaded the .lin (if you're using Batch Compiler, you might have to uncheck "Delete .lin file").
Also if your line runs out in the editor and you still havnt found the leak, compile using the param
"-particles <number>"
were <number> is the amount of points you want for the pointfile. Set it to something like 90000 and your sure to find it._
other times im jsut moving brush and scaling in one side i forgot to extend so i cover one side and open other is so lazy i think i have to make my maps in the morning because at night im so lazy ohoh.