Leak hull 0

Leak hull 0

Re: Leak hull 0 Posted by matt on Wed Dec 10th 2003 at 5:07pm
matt
1100 posts
Posted 2003-12-10 5:07pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
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 :sad: )

** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Matt\My Documents\mapping\map.map" "C:\Sierra\Half-Life\valve\maps\map.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

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~1\VALVEH~1\zhlt\hlcsg.exe C:\Sierra\Half-Life\valve\maps\map

-= 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:\Sierra\Half-Life\valve\maps\map.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: \sierra\half-life\valve\halflife.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~1\VALVEH~1\zhlt\hlbsp.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

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~1\VALVEH~1\zhlt\hlbsp.exe C:\Sierra\Half-Life\valve\maps\map

-= 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~1\VALVEH~1\zhlt\hlvis.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

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~1\VALVEH~1\zhlt\hlvis.exe C:\Sierra\Half-Life\valve\maps\map
There was a problem compiling the map.
Check the file C:\Sierra\Half-Life\valve\maps\map.log for the cause.
----- END hlvis -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

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~1\VALVEH~1\zhlt\hlrad.exe C:\Sierra\Half-Life\valve\maps\map
There was a problem compiling the map.
Check the file C:\Sierra\Half-Life\valve\maps\map.log for the cause.
----- END hlrad -----
Re: Leak hull 0 Posted by DocRock on Wed Dec 10th 2003 at 5:46pm
DocRock
367 posts
Posted 2003-12-10 5:46pm
DocRock
member
367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
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
Re: Leak hull 0 Posted by Hornpipe2 on Wed Dec 10th 2003 at 5:57pm
Hornpipe2
636 posts
Posted 2003-12-10 5:57pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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:\Sierra\Half-Life\hl.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.
Re: Leak hull 0 Posted by matt on Wed Dec 10th 2003 at 6:02pm
matt
1100 posts
Posted 2003-12-10 6:02pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Now theres this line going everywhere, ending at my light entity. Are the places it touches where the leeks are?
Re: Leak hull 0 Posted by Hornpipe2 on Wed Dec 10th 2003 at 6:05pm
Hornpipe2
636 posts
Posted 2003-12-10 6:05pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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.
Re: Leak hull 0 Posted by matt on Wed Dec 10th 2003 at 6:21pm
matt
1100 posts
Posted 2003-12-10 6:21pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
OK, i'm in way over my head:

User posted image
Re: Leak hull 0 Posted by Hornpipe2 on Wed Dec 10th 2003 at 6:31pm
Hornpipe2
636 posts
Posted 2003-12-10 6:31pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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.
Re: Leak hull 0 Posted by Orpheus on Wed Dec 10th 2003 at 7:38pm
Orpheus
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Posted 2003-12-10 7:38pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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?
Re: Leak hull 0 Posted by Tracer Bullet on Wed Dec 10th 2003 at 8:57pm
Tracer Bullet
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Posted 2003-12-10 8:57pm
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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.
Re: Leak hull 0 Posted by Leperous on Wed Dec 10th 2003 at 9:10pm
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Posted 2003-12-10 9:10pm
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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 :razz:
Re: Leak hull 0 Posted by Dr Brasso on Wed Dec 10th 2003 at 9:16pm
Dr Brasso
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Posted 2003-12-10 9:16pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
ROFLMAO.....ah, the wisdom of Lepers..... :rofl:

:heee:

Doc Brass... :dodgy:
Re: Leak hull 0 Posted by Cash Car Star on Wed Dec 10th 2003 at 9:57pm
Cash Car Star
1260 posts
Posted 2003-12-10 9:57pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
matt said:
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.
Re: Leak hull 0 Posted by Hornpipe2 on Thu Dec 11th 2003 at 1:21am
Hornpipe2
636 posts
Posted 2003-12-11 1:21am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
I assume you fixed it, since you picked some arbitrary answer as "correct"?
Re: Leak hull 0 Posted by Orpheus on Thu Dec 11th 2003 at 1:26am
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Posted 2003-12-11 1:26am
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Hornpipe2 said:
I assume you fixed it, since you picked some arbitrary answer as "correct"?
lep is anything but arbitrary :biggrin:
Re: Leak hull 0 Posted by Gorbachev on Thu Dec 11th 2003 at 1:57am
Gorbachev
1569 posts
Posted 2003-12-11 1:57am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
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.
Re: Leak hull 0 Posted by Orpheus on Thu Dec 11th 2003 at 2:14am
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Posted 2003-12-11 2:14am
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Gorbachev said:
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 :wink:
Re: Leak hull 0 Posted by Yak_Fighter on Thu Dec 11th 2003 at 3:25am
Yak_Fighter
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Posted 2003-12-11 3:25am
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Orpheus said:
Gorbachev said:
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 :wink:
bad Orph!
Re: Leak hull 0 Posted by Orpheus on Thu Dec 11th 2003 at 12:12pm
Orpheus
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Posted 2003-12-11 12:12pm
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Yak_Fighter said:
Orpheus said:
Gorbachev said:
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 :wink:
bad Orph!
sorry yak, i couldn't resist :wink:
Re: Leak hull 0 Posted by Gwil on Thu Dec 11th 2003 at 3:43pm
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Posted 2003-12-11 3:43pm
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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 :smile:
Re: Leak hull 0 Posted by Gorbachev on Fri Dec 12th 2003 at 12:51am
Gorbachev
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Posted 2003-12-12 12:51am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
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!)
Re: Leak hull 0 Posted by fishy on Fri Dec 12th 2003 at 7:39am
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Posted 2003-12-12 7:39am
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Gorbachev said:
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!)
what about func_water then? :razz:
Re: Leak hull 0 Posted by Orpheus on Fri Dec 12th 2003 at 10:56am
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fishy said:
Gorbachev said:
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!)
what about func_water then? :razz:
func_water included :/

if you do not have some sort of a world solid between it and the void, the result is the same,
Re: Leak hull 0 Posted by fishy on Fri Dec 12th 2003 at 7:32pm
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nope. at least not on any compile i've ever run.

i'm not saying it works the same as a world brush and can be used to block leaks. i know it can't do that. but it can extend into the void through a normal brush without causing any problems.
Re: Leak hull 0 Posted by Cash Car Star on Sat Dec 13th 2003 at 1:17am
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Brush entites have more leeway than point entites with being in the void, as long as they aren't completely in the void. Regardless, it's a sloppy mapping practice to let this happen - not an evil or wrong one, just a sloppy one.
Re: Leak hull 0 Posted by Gorbachev on Sat Dec 13th 2003 at 1:34am
Gorbachev
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Brush based entities can extend OUT of a solid into the void, or touch a bit whilst being inside a solid brush, but if they aren't then it's leak time.
Re: Leak hull 0 Posted by Dr Brasso on Sat Dec 13th 2003 at 3:40am
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<TABLE cellSpacing=0 cellPadding=2 width="95%" align=center>

<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? posted by www.snarkpit.com http:>Cash Car Star</A></TD>
<TR>
<TD bgColor=#151515>Brush entites have more leeway than point entites with being in the void, as long as they aren't completely in the void. Regardless, it's a sloppy mapping practice to let this happen - not an evil or wrong one, just a sloppy one.</TD></TR></TABLE>

what he said.... :wink:

Doc Brass... :dodgy:
Re: Leak hull 0 Posted by Orpheus on Sat Dec 13th 2003 at 11:13pm
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Orpheus said:
fishy said:
Gorbachev said:
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!)
what about func_water then? :razz:
func_water included :/

if you do not have some sort of a world solid between it and the void, the result is the same,
Re: Leak hull 0 Posted by Orpheus on Sat Dec 13th 2003 at 11:51pm
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double post :cry:
Re: Leak hull 0 Posted by Hornpipe2 on Mon Dec 15th 2003 at 7:59am
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Posted 2003-12-15 7:59am
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I compiled the SPLA map leak-free and a corner of my func_water, func_bubbles, and func_illusionary were all in the void through a world brush.
Re: Leak hull 0 Posted by ReNo on Mon Dec 15th 2003 at 1:42pm
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Hmm, Orph I think I know what you are saying, but its sorta wrong, and you know that too if I recall correctly.

A brush entity CAN touch the void without causing a leak, provided (I don't KNOW if this is right, but it seems reasonable) the origin of the brush is within a sealed map. This is in fact true with ALL entities as far as I am aware, I often have quite a significant portion of large scaled env_sprites or env_glows out in the void, and provided the origin is within a sealed map, there is no problem.

Orph, you kinda taught me this I think, as I was always piecing together water out of multiple brushes following the edges of the water boundaries, whereas you simply made one big brush covering the entire region.
Re: Leak hull 0 Posted by Orpheus on Mon Dec 15th 2003 at 2:14pm
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Duncan, that was me :smile:

anywhos' my example is from Apex, the water trap was a water brush acting like a func_door, the water actually was compiled in the void, all except about 6 inches in the bottom of the pool, but the floor of the pool was a world solid, and sealed the hole under the water from the void ..

it i confused anyone i am sorry, it seemed clear to me tho, so i didn't elaborate on it more..

again, my apologies.