Strange Leak Problem
Fortuna_Wolf
Join Date: 2003-02-02 Member: 13033Members
I found that my map was just a bit further on the -Y axis then was desired (the tools told me that there were brushes extending off of the mapspace), so I copied the entire thing and moved it up a few hundred units (the size so far is 4900x8000 and I haven't completed the westernmost part of the map, after its done it'll probably be about 7000x8000).
After the move, I got a leak error which I traced down to a general area in a hive. This hive is really nasty mapping wise, the entire thing is composed of wedges which I'm using like individual polys to shape the interior. Now this is what I don't get. I deleted the hive, and pasted (special, same position as it was last time) it back from an older version of the map and it compiles without a leak until I move it, or manipulate it in almost any way.
Can someone explain this to me?
After the move, I got a leak error which I traced down to a general area in a hive. This hive is really nasty mapping wise, the entire thing is composed of wedges which I'm using like individual polys to shape the interior. Now this is what I don't get. I deleted the hive, and pasted (special, same position as it was last time) it back from an older version of the map and it compiles without a leak until I move it, or manipulate it in almost any way.
Can someone explain this to me?
Comments
fix the "invalid solid structures (and and other)" errors.
Ignore "unused keyvalues" errors.
When a brush is invalid the compiler fixes this automatically by moving vertexes randomly -> leaks abnd brush outside world.
a valid brush is made of flat polygon faces (triangles, squares...) that build a konvex (round and faces looking outside not seeing each other) object.
"brush outside world" and other brush related errors tell you the brush number.
ctrl + shift + g takes you to any brush by its number.
Also, you need to make sure that <i>everything</i> is being moved. VHE doesn't take care of everything when you do transformations. In particular, it won't transform texture coordinates (unless texture lock is on and that still doesn't work all the time) and it won't transform paths. Perhaps some tiny entity is being left behind and it ends up outside of the hull?
When I copy pasted, I selected all the entities and brushes in it, grouped them, cut (to ensure I left nothing behind), and then pasted special into the newer version of the map. It compiles, but then if I move the hive (even by a multiple of 16 units in any direction) it gives me a leak error. I used the gigantic box method to track the leak down to a band around the middle, but I'm having trouble tracking it down any further. I'll try some of the stuff you guys said and let you know if it works
I've had this happen in the past... it's the primary reason I always make absolutely sure that every corner on every brush is on the grid at all times.