[SOLVED] A new compile problem!
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Re: [SOLVED] A new compile problem!
Posted by 23l2o Co0l on Tue Jan 11th at 12:09pm 2005


Hello, I am making a map with 3 differnt large rooms. Now each rooms is fully pluged and nothing going out of it.

I moved one of the hole rooms and everything inside it to a new spot (just needed to be moved)

When I went to compile I get the same old ***leaked*** trigger_once ...

So I loaded the pointfile and the red line was where the room use to be before I moved...

So I remembered where the old room was before I moved it and put a box around it in no draw so a lot of space around the redline was in a box with it all made as no draw. Now the compile worked!

This makes me think that the room i moved is still here ... but I can not see it in hammer.

Anyway I had to move another room and the same thing happened so now I have to boxs covered in no draw where both the old rooms were.

Why is this happening? I use search and did not find anything.

Please help

Screen showts

Here we have the line IT IS WHERE THE ROOM USE TO BE!

http://img93.exs.cx/img93/4609/untitled9qs.jpg

Here is it boxed, so the new brushs would cover where the old room was

http://img146.exs.cx/img146/831/untitled32du.jpg


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Re: [SOLVED] A new compile problem!
Posted by 23l2o Co0l on Tue Jan 11th at 10:57pm 2005


Hello, please?!
[addsig]




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Re: [SOLVED] A new compile problem!
Posted by Joe-Bob on Tue Jan 11th at 11:00pm 2005


Those outside walls (the purple ones) look like entities to me. Brushes that are tied to entities don't block visibility, and so they will leak.




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Re: [SOLVED] A new compile problem!
Posted by 23l2o Co0l on Wed Jan 12th at 12:53pm 2005


Ok I fixed it, when I moved the room all the doors and triggers origins were in the same spot... they did not move with the room so that was the leak

Cheers
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Re: [SOLVED] A new compile problem!
Posted by Junkyard God on Wed Jan 12th at 1:29pm 2005


accept ur own answer a s good, then the topic wil have a icon of solved problems it saves confusion [addsig]




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