Func_seethrough

Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
<div class="IPBDescription">seems to cause leaks, and won't compile</div> Warning: === LEAK in hull 0 ===
Entity team_hive @ (-1408, 576,-640)
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 team_hive @ (-1408, 576,-640)
Warning: === LEAK in hull 2 ===
Entity team_hive @ (-1408, 576,-640)
Warning: === LEAK in hull 3 ===
Entity team_hive @ (-1408, 576,-640)
1.33 seconds elapsed
____________________

I cannot figure out what the heck is wrong either. team_hive isn't the first thing that has complained about leaks, it's been info_team_start as well. It all seems to happen when I make the ceilings all func_seethrough to get commander mode working.

Any ideas?

Comments

  • c4xc4x Join Date: 2002-10-16 Member: 1512Members
    Your func_seethrough's are touching the void. If an entity touches the void it causes a leak. You need to cover your func_seethrough's.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Brush-based entities are NO LONGER BRUSHES. They don't cast shadows (unless specified for ZHLT) and don't seal out the void. They are entities. And entities don't like the void.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    aka don't put the actual roof as a func_see_throuble thingy...
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    Wait, then how does the commander see throught the ceilings? I thought that it had to be this function for commander mode to work. The guide doesn't seem to cover this, at least not in the N amount of times I've read it.
  • KronokKronok Join Date: 2002-11-02 Member: 4878Members
    The Commander can see through all ceilings. He can do whatever he wants.. he's the Commander.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The commander sees through the uppermost surface (usually the ceiling), only things between the ceiling and the floor need to be made func_seethrough.

    NS used to work as you described, but it was too heavy on entities and took a lot of work, so Flayra put in a lot of hard work and made it as it is now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Faces in a compiled map have a direction. They are only facing one of the two sides, and disappear when you look from behind them. Use free look in any HL map or mod to see this.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Its called 'culling'. It can be turned off, I think... however, as ChromeAngel said, Flayra probably had to work like a dog to make it so the comm system didn't get the roof collision hulls confused with the floor hull. Which brings me to wonder... does func_seethrough double as func_nobuild? I would suppose so... yes, that makes sense.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    It better make sense, otherwise I'll just be deluged in particle systems that don't work and big see through pipes that you can build on, and I'll just go crazy and build a map called 'teh n00beh' with horrifically scaled textures and the like. (insert 'crazy' smiley here)
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    edited November 2002
    Awsome, thanks guys. One thing, could someone add that to the NS mapping guidelines? I'm not new to mapping, but im new enough that I think entities make the world go 'round. Anyhow, thanks.

    Crud, looks like I have to start over. It won't let me fix everything that I did, so it looks as if I'll have to redo the map. Dang. Crap.

    #*$#*&%&@*^&^$!
  • BobTheDogBobTheDog Join Date: 2002-11-17 Member: 9065Members
    Woa, glad i read this! I was kinda put-off by having to do all kinds of stuff to the ceilings of rooms if I wanted COMMAND MODE to work right. THX.
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