| ? posted by Sushi |
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Is it bad that all the points are on the outise of my map; you know the part that kinda looks all blurry. |
in console type gl_clear 1
[addsig]| ? posted by Sushi |
|
Is it bad that all the points are on the outise of my map; you know the part that kinda looks all blurry. |
in console type gl_clear 1
[addsig]
| ? posted by Wild Card | ||||||
Orph, read carfully, I said smaller than 1 unit |
that makes even less sense... sorry i read it wrong tho..

| ? posted by Campaignjunkie |
| Why can't you load the .pts file into Hammer 3.5? It saves the trouble of looking around in-game. Just follow the line and where it's red, start looking for the leak. |
Sorry bud, but no, just no, I've dont that a few times and when I load the pointfile, I get like 5-10 different lines going back and forth thru the map without actually pointing to a leak, and less its an obvious leak (like 64x64) or something of the sort.
VHE's leak finder was a great idea, but they didnt do a good job of implementing it 


Check to make sure the walls weren't func_walls/ doors / ect.. Also make sure that there are no lights or other entities on the outside of a map.
Really, by now you should have found the leak from the pointfile ![]()
/attempt
[addsig]
I have looked at the pictures.
You either have a very small leak, which doesnt seem to be the case, or you have a entity in the void. As well, brushes that separate your map from the void cannot be entities. You cannot have a func_wall for example between you map and the void. Check to see if that is what you have done. If you still dont know where your leak is, I can take a look if you want me to.

| ? posted by Wild Card |
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If you still dont know where your leak is, I can take a look if you want me to. |
thats funny, considering you always send yours to me to find ![]()
/runs
[addsig]

