Leak hull 0
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Quote
Re: Leak hull 0
Posted by matt on Wed Dec 10th at 5:07pm 2003


Yes i know its in the tutorial, but it made no sense whatsoever to me, so a quick explanation of what I'm doing wrong would be appreachiated: (sorry in advance to Orpheus, I think you've answered this problem about 5 times or something)


** 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%... (1.19 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.53 seconds)
Using WAD File: sierrahalf-lifevalvehalflife.wad
added 3 additional animating textures.
Texture usage is at 0.34 mb (of 4.00 mb MAX)
2.77 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 @ ( 330, -72, 76)
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

2.64 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 -----

[addsig]




Quote
Re: Leak hull 0
Posted by DocRock on Wed Dec 10th at 5:46pm 2003


Yep, it be some laik coo'.

Try dis.

Press ~ t'access console.

Type pointfile

Go t' yo' info_player_start an' find da damn pointfile which peeks alot likes
some striped thin line. Follow da pointfile around. Yo' ass may need t' type
noclip in da (down low, ~) console so's yo' ass kin fly around da damn outside
o' da damn map an' peek back at da damn map, fly down around an' through da
damn map until yo' ass spot da damn pointfile stickin' out o' da damn map
somewhere.

Yo' ass spot it stickin' out? Dat's da laik!! Seal it.

Try an' compile again. If yo' ass still have L-E-A-f**kin'-K L-E-A-f**kin'-K
L-E-A-f**kin'-K do da same as above.

Badass luck.

TRANSLATED BY THE JIVE SERVER:
http://ccwf.cc.utexas.edu/~eclectic/toys/jive.html





Quote
Re: Leak hull 0
Posted by Hornpipe2 on Wed Dec 10th at 5:57pm 2003


If the dotted line seems to end somewhere and doesn't ever leave the level, you don't have enough particles allowed. Edit your shortcut to Half-life and add -particles 50000 to the end of it, that should be enough for anybody.

If you don't have the console (i.e. pressing ~ does nothing) then you need to edit your Half-life shortcut and add -console to the end of the Target line in the Properties window.

So to add all this good stuff: Right-click the Half-life shortcut on the Start menu and go to Properties. In the Target box at the top of the Shortcut tab, make sure -console -particles 50000 is at the end of it. My line looks like this:

C:SierraHalf-Lifehl.exe -dev -console -particles 50000

Then click Okay, start Half-life, load your level, bring down the console, type pointfile, and follow the lines until it leaves the level. Then block off that hole in Hammer and recompile.

[addsig]




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Re: Leak hull 0
Posted by matt on Wed Dec 10th at 6:02pm 2003


Now theres this line going everywhere, ending at my light entity. Are the places it touches where the leeks are?

[addsig]



Quote
Re: Leak hull 0
Posted by Hornpipe2 on Wed Dec 10th at 6:05pm 2003


Does the line go outside the box?

If not use my method to add more particles and restart Half-life, then try it again.

If it DOES go outside your level (and maybe back in again) then you can probably see where the leak is. A leak just means that your level isn't sealed against "the Void" (i.e. everything outside) so you can see (and sometimes walk) out of the level. Follow the pointfile line and at some point it will fly straight out of your level. That's where the leak is.

[addsig]



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Re: Leak hull 0
Posted by matt on Wed Dec 10th at 6:21pm 2003


OK, i'm in way over my head:

[addsig]




Quote
Re: Leak hull 0
Posted by Hornpipe2 on Wed Dec 10th at 6:31pm 2003


1) Stand inside your level. Find the start of the pointfile.

2) Follow the pointfile until it flies out of a wall, or a corner, or something. In any case, it goes outside your level.

3) Fix that hole in Hammer.

Your maps should never be exposed to the Void. You shouldn't be able to see out of it, you shouldn't be able to walk into it. Following the pointfile will show you somewhere that you can see into the void from your level. Fix it.

If you're still having problems you might post the map somewhere and I'll take a look at it.

EDIT: Adding -circus to your HLBSP (or is it HLCSG?) could help you find your leak.

[addsig]




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Re: Leak hull 0
Posted by Orpheus on Wed Dec 10th at 7:38pm 2003


it seems like every other day matt, you post a thread about a leak.

do you have any conception of how one is created?

secondly, i looked at your pic for a while, and it looks uncompiled, why?

lastly, do you even know how to edit your command line?

[addsig]




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Re: Leak hull 0
Posted by Tracer Bullet on Wed Dec 10th at 8:57pm 2003


it's hard to tell, but from the screen, your map looks small enough that you should have no problem just flying around in hammer to find it.

[addsig]



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Re: Leak hull 0
Posted by Leperous on Wed Dec 10th at 9:10pm 2003


You have a leak really, end of story, it always says 'in hull 0' or similar... check a leak tutorial and do that pointfile thing



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Re: Leak hull 0
Posted by Dr Brasso on Wed Dec 10th at 9:16pm 2003


ROFLMAO.....ah, the wisdom of Lepers.....

Doc Brass...

[addsig]




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Re: Leak hull 0
Posted by Cash Car Star on Wed Dec 10th at 9:57pm 2003


? posted by matt

Now theres this line going everywhere, ending at my light entity. Are the places it touches where the leeks are?

No, see, that's where you're entirely wrong. The line BEGINS at your light entity and it ends somewhere outside the map. Follow it in the other direction. Sv_cheats 1 and noclip in console.





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Re: Leak hull 0
Posted by Hornpipe2 on Thu Dec 11th at 1:21am 2003


I assume you fixed it, since you picked some arbitrary answer as "correct"? [addsig]



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Re: Leak hull 0
Posted by Orpheus on Thu Dec 11th at 1:26am 2003


? posted by Hornpipe2
I assume you fixed it, since you picked some arbitrary answer as "correct"?

lep is anything but arbitrary

[addsig]




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Re: Leak hull 0
Posted by Gorbachev on Thu Dec 11th at 1:57am 2003


The map is like a fishtank of mapping goodness. If there is a hole anywhere (and brush entity is a hole...always imagine them as invisible) you have to plug it up. The pointfile is like a piece of rope attached to a rubber ball, if it finds its way outside of your map it's unhappy. Keep the ball happy, fix leaks. [addsig]



Quote
Re: Leak hull 0
Posted by Orpheus on Thu Dec 11th at 2:14am 2003


? posted by Gorbachev
The map is like a fishtank of mapping goodness. If there is a hole anywhere (and brush entity is a hole...always imagine them as invisible) you have to plug it up. The pointfile is like a piece of rope attached to a rubber ball, if it finds its way outside of your map it's unhappy. Keep the ball happy, fix leaks.

as erotic as that sounds, keeping ones balls happy is always a plus

[addsig]




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Re: Leak hull 0
Posted by Yak_Fighter on Thu Dec 11th at 3:25am 2003


? posted by Orpheus
? posted by Gorbachev
The map is like a fishtank of mapping goodness. If there is a hole anywhere (and brush entity is a hole...always imagine them as invisible) you have to plug it up. The pointfile is like a piece of rope attached to a rubber ball, if it finds its way outside of your map it's unhappy. Keep the ball happy, fix leaks.

as erotic as that sounds, keeping ones balls happy is always a plus

bad Orph!





Quote
Re: Leak hull 0
Posted by Orpheus on Thu Dec 11th at 12:12pm 2003


? posted by Yak_Fighter
? posted by Orpheus
? posted by Gorbachev
The map is like a fishtank of mapping goodness. If there is a hole anywhere (and brush entity is a hole...always imagine them as invisible) you have to plug it up. The pointfile is like a piece of rope attached to a rubber ball, if it finds its way outside of your map it's unhappy. Keep the ball happy, fix leaks.

as erotic as that sounds, keeping ones balls happy is always a plus

bad Orph!

sorry yak, i couldn't resist

[addsig]




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Re: Leak hull 0
Posted by Gwil on Thu Dec 11th at 3:43pm 2003


I used to get leaks where I had an entity in the void - obviously I know this now, but everyone always presumes leaks = hole in architechture. Sometimes it is just as simple as you stupidly placed an entity in the void

[addsig]



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Re: Leak hull 0
Posted by Gorbachev on Fri Dec 12th at 12:51am 2003


DON'T LET ANY ENTITY REACH THE VOID. IT WILL KILL IT AND YOUR MAP! (Any entity reaching the void is a leak. Your map will not compile properly and WILL look like crap. Fix it, be merry!) [addsig]




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