Another weird problem
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Quote
Re: Another weird problem
Posted by matt on Sat Dec 6th at 5:45pm 2003


*zoners reinstalled*

Considering I have the old light everywhere, all the time prob now, what the hell does this mean? :


** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life


** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsMattMy Documentsmappingmap.map" "C:SierraHalf-Lifevalvemapsmap.map"


** Executing...
** Command: C:PROGRA~1VALVEH~1zhlthlcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmap"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1zhlthlcsg.exe C:SierraHalf-Lifevalvemapsmap

-= 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 ]
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 ]

Wadinclude list :
[zhlt.wad]


entering C:SierraHalf-Lifevalvemapsmap.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.84 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.13 seconds)
Using WAD File: sierrahalf-lifevalvehalflife.wad
added 3 additional animating textures.
Texture usage is at 0.36 mb (of 4.00 mb MAX)
2.02 seconds elapsed

----- END hlcsg -----


** Executing...
** Command: C:PROGRA~1VALVEH~1zhlthlbsp.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmap"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1zhlthlbsp.exe C:SierraHalf-Lifevalvemapsmap

-= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 319, 223, 40)
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

1.81 seconds elapsed

----- END hlbsp -----


** Executing...
** Command: C:PROGRA~1VALVEH~1zhlthlvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmap"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1zhlthlvis.exe C:SierraHalf-Lifevalvemapsmap
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapsmap.log for the cause.

----- END hlvis -----


** Executing...
** Command: C:PROGRA~1VALVEH~1zhlthlrad.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmap"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1zhlthlrad.exe C:SierraHalf-Lifevalvemapsmap
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapsmap.log for the cause.

----- END hlrad -----


** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -dev -console +map "map"

[addsig]




Quote
Re: Another weird problem
Posted by Tracer Bullet on Sat Dec 6th at 6:27pm 2003


Super. you solved problem a. and got zoners tools

now on to problem b. you have one or more leaks. that is why your map is rendered fullbright. find them useing any one of the three seperate techniques I have already listed.

here is the full description of your problem right in the compile log:

Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 319, 223, 40)
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

[addsig]



Quote
Re: Another weird problem
Posted by Dr Brasso on Sat Dec 6th at 6:27pm 2003


dude.....you have a friggin leak....find it and fix it no matter what else you do today eh?....that should be yer first order of business now that zoner's in the picture....

one kink at a time man, and remember, good mapping practices saves alot of headaches...**humming mr. rogers theme**

Doc Brass...

[addsig]



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Re: Another weird problem
Posted by matt on Sat Dec 6th at 6:32pm 2003


How do I do that, and please don't say manually.... [addsig]



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Re: Another weird problem
Posted by Monqui on Sat Dec 6th at 7:34pm 2003


I don't know what to tell ya here matt... You made an error in your map somewhere (creating a leak), you need to go fix it. There really isn't an "automatic" program used to just fix leaks. [addsig]



Quote
Re: Another weird problem
Posted by Dr Brasso on Sat Dec 6th at 7:52pm 2003


if yer not able or willing to use the point file, then next would be....

the block method....

build a block thats as tall or taller than the room yer working in, stretch it so it covers whatever spot you want to check.....joint to joint....if it goes away, yer lleaks in that area...only need to do a csg and bsp conpile to find out (cuts the conpile time)

keep stretching or changing it till you find all yer leaks, and pay close attention to th compile log...

doc Brass...

[addsig]




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Re: Another weird problem
Posted by Gorbachev on Sat Dec 6th at 8:34pm 2003


Any map that doesn't compile properly should never be released. If you can't find a tutorial here, there is your good friend www.google.com and you can read the help file included in Hammer. [addsig]



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Re: Another weird problem
Posted by Gorbachev on Sat Dec 6th at 8:35pm 2003


? posted by Dr Brasso

if yer not able or willing to use the point file, then next would be....

the block method....

build a block thats as tall or taller than the room yer working in, stretch it so it covers whatever spot you want to check.....joint to joint....if it goes away, yer lleaks in that area...only need to do a csg and bsp conpile to find out (cuts the conpile time)

keep stretching or changing it till you find all yer leaks, and pay close attention to th compile log...

doc Brass...

It'll do this anyway, VIS and RAD cannot run under any circumstance if you have a leak.

[addsig]




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Re: Another weird problem
Posted by Dr Brasso on Sat Dec 6th at 10:34pm 2003


true..it was a generlized statement meaning, when compiling for structural integrity, its all thats needed.....thanx for the clarification gorby..

Doc Brass...

[addsig]




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Re: Another weird problem
Posted by Hornpipe2 on Sat Dec 6th at 11:12pm 2003


Map->Check for problems will most likely find invalid solid structures if that's the case, I don't know if it looks for coplanar faces though. [addsig]



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Re: Another weird problem
Posted by Tracer Bullet on Sat Dec 6th at 11:27pm 2003


Alt-P

I don't think it will find coplanar faces though. not sure...





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Re: Another weird problem
Posted by mazemaster on Sun Dec 7th at 3:55am 2003


Heres what I was talking about earlier:

Note that in this pic it is highly exxagerated to demonstrate the principle - in your map the difference may be so small it is hard to notice.





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Re: Another weird problem
Posted by Hornpipe2 on Sun Dec 7th at 4:02am 2003


Brush with coplanar faces:

EDIT: Also, don't you already KNOW where the leak is since there's a big hole in the floor in that screenshot you took before?

[addsig]




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Re: Another weird problem
Posted by matt on Sun Dec 7th at 11:22am 2003


No, I've fixed that one... [addsig]




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