Leak in Hull 1

Leak in Hull 1

Re: Leak in Hull 1 Posted by Tracer Bullet on Sat Jan 31st 2004 at 7:39am
Tracer Bullet
2271 posts
Posted 2004-01-31 7:39am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Warning: === LEAK in hull 1 ===

I cannot figure this out from the pointfile. I'm about to start trying the "big block" method. however, I thought I should post this because I have never gotten a leak in hull 1 before. is there somthing special about it that I should know? for starters, what are the different hulls?

I've had a look through past posts concerning leaks in hull 1 (although never just # 1) and one person seems to have solved the problem by retexturing everything. needless to say, I don't want to do that.... However, this possibility makes me think the many textures I am missing might be part of the problem.

If you read this CrackerJack, please send me the latest spla.wad.

I have included the entire log in case I have overlooked somthing that might help.

_________________________________________________

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: "C:\\Games\\Half-Life\\SDK\\Map Tools\\HLCSG.EXE"-nowadtextures -texdata 8192 "C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.map"
Entering C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.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 [ 8388608 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

46 brushes (totalling 300 sides) discarded from clipping hulls
CreateBrush:
(44.65 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(13.78 seconds)

Using Wadfile: \\games\\half-life\\valve\\spla.wad
  • Contains 3 used textures, 1.21 percent of map (9 textures in wad)
Using Wadfile: \\games\\half-life\\valve\\liquids.wad
  • Contains 1 used texture, 0.40 percent of map (32 textures in wad)
Using Wadfile: \\games\\half-life\\valve\\halflife.wad
  • Contains 208 used textures, 83.87 percent of map (3116 textures in wad)
Using Wadfile: \\games\\half-life\\valve\\lava.wad
  • Contains 3 used textures, 1.21 percent of map (3 textures in wad)
Using Wadfile: \\games\\half-life\\valve\\waterfall.wad
  • Contains 1 used texture, 0.40 percent of map (32 textures in wad)
added 26 additional animating textures.
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture LEETBLOCK not found!
Warning: ::FindTexture() texture POLICEBLOCK not found!
Warning: ::FindTexture() texture LEGOMAN_YELLOW not found!
Warning: ::FindTexture() texture LEETSLEEVECUF not found!
Warning: ::FindTexture() texture LEETLEGRBACK not found!
Warning: ::FindTexture() texture LEETLEGROUTT not found!
Warning: ::FindTexture() texture LEETBROWN not found!
Warning: ::FindTexture() texture LEETLEGRINNE not found!
Warning: ::FindTexture() texture LEETBOOTBOTTOM not found!
Warning: ::FindTexture() texture LEETLEGR not found!
Warning: ::FindTexture() texture LEETLEGBK not found!
Warning: ::FindTexture() texture LEETLEGSIDE not found!
Warning: ::FindTexture() texture LEETBOOTTOP not found!
Warning: ::FindTexture() texture LEETBELTFT not found!
Warning: ::FindTexture() texture LEETBELTBACK not found!
Warning: ::FindTexture() texture LEETLEGL not found!
Warning: ::FindTexture() texture LEETSHOULDERS not found!
Warning: ::FindTexture() texture LEETFT not found!
Warning: ::FindTexture() texture LEETBK not found!
Warning: ::FindTexture() texture LEETFACE2 not found!
Warning: ::FindTexture() texture BLACKBLOCK not found!
Warning: ::FindTexture() texture {PIPES not found!
Warning: ::FindTexture() texture GO_SHAFT2 not found!
Warning: ::FindTexture() texture CSTRIKE_ME2RSTW not found!
Warning: ::FindTexture() texture PO_DOORMETAL04 not found!
Warning: ::FindTexture() texture {KL_WWWIRECOM not found!
Warning: ::FindTexture() texture {KL_TRASH not found!
Warning: ::FindTexture() texture GO_DOOR09 not found!
Warning: ::FindTexture() texture GO_DOOR07A not found!
Warning: ::FindTexture() texture {GO_GRID02 not found!
Warning: ::FindTexture() texture SCROLLDEDICATE not found!
Warning: ::LoadLump() texture BLACKBLOCK not found!
Warning: ::LoadLump() texture CSTRIKE_ME2RSTW not found!
Warning: ::LoadLump() texture GO_DOOR07A not found!
Warning: ::LoadLump() texture GO_DOOR09 not found!
Warning: ::LoadLump() texture GO_SHAFT2 not found!
Warning: ::LoadLump() texture LEETBELTBACK not found!
Warning: ::LoadLump() texture LEETBELTFT not found!
Warning: ::LoadLump() texture LEETBK not found!
Warning: ::LoadLump() texture LEETBLOCK not found!
Warning: ::LoadLump() texture LEETBOOTBOTTOM not found!
Warning: ::LoadLump() texture LEETBOOTTOP not found!
Warning: ::LoadLump() texture LEETBROWN not found!
Warning: ::LoadLump() texture LEETFACE2 not found!
Warning: ::LoadLump() texture LEETFT not found!
Warning: ::LoadLump() texture LEETLEGBK not found!
Warning: ::LoadLump() texture LEETLEGL not found!
Warning: ::LoadLump() texture LEETLEGR not found!
Warning: ::LoadLump() texture LEETLEGRBACK not found!
Warning: ::LoadLump() texture LEETLEGRINNE not found!
Warning: ::LoadLump() texture LEETLEGROUTT not found!
Warning: ::LoadLump() texture LEETLEGSIDE not found!
Warning: ::LoadLump() texture LEETSHOULDERS not found!
Warning: ::LoadLump() texture LEETSLEEVECUF not found!
Warning: ::LoadLump() texture LEGOMAN_YELLOW not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture POLICEBLOCK not found!
Warning: ::LoadLump() texture PO_DOORMETAL04 not found!
Warning: ::LoadLump() texture SCROLLDEDICATE not found!
Warning: ::LoadLump() texture {GO_GRID02 not found!
Warning: ::LoadLump() texture {KL_TRASH not found!
Warning: ::LoadLump() texture {KL_WWWIRECOM not found!
Warning: ::LoadLump() texture {PIPES not found!
Texture usage is at 2.95 mb (of 8.00 mb MAX)
63.42 seconds elapsed [1m 3s]

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

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: "C:\\Games\\Half-Life\\SDK\\Map Tools\\HLBSP.EXE""C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.prt'
Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( 312,-624,-152)
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

35.59 seconds elapsed

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

netvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN netvis -----
Command line: "C:\\Games\\Half-Life\\SDK\\Map Tools\\NETVIS.EXE"-full -server "C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.map"
ZHLT NETVIS Server
There was a problem compiling the map.
Check the file C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.log for the cause.
----- END netvis -----

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: "C:\\Games\\Half-Life\\SDK\\Map Tools\\HLRAD.EXE""C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.map"
There was a problem compiling the map.
Check the file C:\\Games\\Half-Life\\SDK\\Hammer Editor\\maps\\SPLA\\PitCrewmap2.log for the cause.
----- END hlrad -----

hlbsp: 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,
Re: Leak in Hull 1 Posted by Cash Car Star on Sat Jan 31st 2004 at 9:39am
Cash Car Star
1260 posts
Posted 2004-01-31 9:39am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Hull 0 is your light hull, any miniscule breach in it will cause that to leak. Hulls 1 - 3 are clipping hulls, and are of various sizes: Standing Gordon, Crouching Gordon, etc. These actually can be specified by a mod if you want to but that's not important. I have seen one thing cause Hulls 1 - 3 to leak but not Hull 0- so you probably have a worldbrush on the exterior of your map covered with a !texture. This turns it into a water brush for clipping, but it still blocks light so you won't leak in Hull 0. So you may want to look over that.

Also, sometimes finicky things happen when earlier processes don't proceed as planned... that problem may rectify itself when you fix all those missing textures.
Re: Leak in Hull 1 Posted by Cassius on Sat Jan 31st 2004 at 4:00pm
Cassius
1989 posts
Posted 2004-01-31 4:00pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Your textures are too leet. :lol:
Re: Leak in Hull 1 Posted by Tracer Bullet on Sat Jan 31st 2004 at 7:15pm
Tracer Bullet
2271 posts
Posted 2004-01-31 7:15pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Thanks Cash, I'll check that out.

Cass, I have no idea who used all the leet textures :lol:

I won't mark anyone's answers as correct untill I have solved the problem, that way if anyone else posts somthing usefull I can give everyone credit. :smile:
Re: Leak in Hull 1 Posted by Hornpipe2 on Sat Jan 31st 2004 at 7:47pm
Hornpipe2
636 posts
Posted 2004-01-31 7:47pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
When I compiled the map for my testing, I backed up the original and then selected the "Missing Feature" texture, then used Hammer's check for problems to replace all missing textures with this one. I never had any problems with that...
Re: Leak in Hull 1 Posted by Tracer Bullet on Sat Jan 31st 2004 at 8:07pm
Tracer Bullet
2271 posts
Posted 2004-01-31 8:07pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Problem found: However, I am still confused.

User posted image

You can see the end of the pointfile poking through that skybrush. the wall behind is a SINGLE brush with all normal world textures. placeing the skybrush there has fixed the "leak". I think maybe I will put in a light fixture or somthing to solve the problem :wtf:
Re: Leak in Hull 1 Posted by Leperous on Sat Jan 31st 2004 at 8:18pm
Leperous
3382 posts
Posted 2004-01-31 8:18pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
There seem to be a lot of wacky leak errors about recently; is there a problem with Merl's tools or whatever it is that everyone uses?
Re: Leak in Hull 1 Posted by Tracer Bullet on Sat Jan 31st 2004 at 8:23pm
Tracer Bullet
2271 posts
Posted 2004-01-31 8:23pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I dono. tis quite possible though.
Re: Leak in Hull 1 Posted by fishy on Sat Jan 31st 2004 at 9:44pm
fishy
2623 posts
Posted 2004-01-31 9:44pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Tracer Bullet said:
Problem found: However, I am still confused.

User posted image
please tell us you didn't carve that cylinder into the wall TB :biggrin:
Re: Leak in Hull 1 Posted by fishy on Sat Jan 31st 2004 at 9:45pm
fishy
2623 posts
Posted 2004-01-31 9:45pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Tracer Bullet said:
Problem found: However, I am still confused.

User posted image
please tell us you didn't carve that cylinder into the wall TB :biggrin:
Re: Leak in Hull 1 Posted by Tracer Bullet on Sat Jan 31st 2004 at 10:10pm
Tracer Bullet
2271 posts
Posted 2004-01-31 10:10pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Which one?....

nope, no carving was done.
Re: Leak in Hull 1 Posted by Forceflow on Sat Jan 31st 2004 at 10:14pm
Forceflow
2420 posts
Posted 2004-01-31 10:14pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
I suppose Fishy means the one behind Gordon.
Re: Leak in Hull 1 Posted by Hornpipe2 on Sun Feb 1st 2004 at 12:50am
Hornpipe2
636 posts
Posted 2004-02-01 12:50am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
The map has increased in scale somewhat since I last saw it.
Re: Leak in Hull 1 Posted by Tracer Bullet on Sun Feb 1st 2004 at 1:14am
Tracer Bullet
2271 posts
Posted 2004-02-01 1:14am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Yup. I realized when I was inserting my section that I had overshot the size of the other sections by quite a bit.
Re: Leak in Hull 1 Posted by Gollum on Sun Feb 1st 2004 at 8:44pm
Gollum
1268 posts
Posted 2004-02-01 8:44pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
I had a case of this when using the XP-Cagey tools. As a result, he found and fixed a bug in the clipping hull calculations. It's possible there are still other bizarre solids that could make a map leak in the clipping hull, if you compile it with Cagey's tools.

shrug
Re: Leak in Hull 1 Posted by Kapten Ljusdal on Sun Feb 1st 2004 at 9:17pm
Kapten Ljusdal
312 posts
Posted 2004-02-01 9:17pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Why is it that TB has a model of gordon and I have just a cube? :confused:
Re: Leak in Hull 1 Posted by Tracer Bullet on Mon Feb 2nd 2004 at 1:31am
Tracer Bullet
2271 posts
Posted 2004-02-02 1:31am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Hammer 3.5 my friend.. with an edited .fgd :biggrin:

all models are rendered.
Re: Leak in Hull 1 Posted by Wild Card on Mon Feb 2nd 2004 at 1:37am
Wild Card
2321 posts
Posted 2004-02-02 1:37am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Im too lazzy to make that switch.. Oh well, when I next reformat I will.
Re: Leak in Hull 1 Posted by Orpheus on Mon Feb 2nd 2004 at 1:39am
Orpheus
13860 posts
Posted 2004-02-02 1:39am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Wild Card said:
Im too lazzy to make that switch.. Oh well, when I next reformat I will.
switch..??

you upgrade to 3.5

you export all the models to hammer

you place the new fgd.

you got models in hammer.. whats the format?
Re: Leak in Hull 1 Posted by Gorbachev on Mon Feb 2nd 2004 at 6:44am
Gorbachev
1569 posts
Posted 2004-02-02 6:44am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I had a fun "Leak" that didn't exist. For some reason when I compiled a map it said I had a leak, but I was sure that I was dilligent enough to not have that, I spent a good 20-30 mins tinkering and ended up copying pasting the whole thing (the first one didn't compile) into a new file without changing anything, and voila! it compiled no problem.
Re: Leak in Hull 1 Posted by Wild Card on Mon Feb 2nd 2004 at 6:49am
Wild Card
2321 posts
Posted 2004-02-02 6:49am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
when I reformat my drive and have a reason to reinstall VHE. lol
Re: Leak in Hull 1 Posted by Hornpipe2 on Mon Feb 2nd 2004 at 2:29pm
Hornpipe2
636 posts
Posted 2004-02-02 2:29pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
I don't like 3.5 but that's probably because it was a beta and seemed less stable when I used it. I probably did something to deliberately crash it though, like creating a box and asking it to compile or something.

EDIT: Tracer, I meant your section has a rather tall ceiling in that screenshot. Plus that is one friggin' huge pipe.
Re: Leak in Hull 1 Posted by Tracer Bullet on Mon Feb 2nd 2004 at 4:22pm
Tracer Bullet
2271 posts
Posted 2004-02-02 4:22pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The high ceiling is to accomidate my "animated" skybox, and the huge bipe is meant to pring the molten metal from Money's section... it was a late addition to get the directions right so I wouldn't confuse the player.
Re: Leak in Hull 1 Posted by matt on Mon Feb 2nd 2004 at 4:46pm
matt
1100 posts
Posted 2004-02-02 4:46pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Christ... just took a peek at the map. Its very good so far, but appears to have quite alot of errors in it. Looking fine though... :smile:
Re: Leak in Hull 1 Posted by half-dude on Thu Feb 5th 2004 at 7:35am
half-dude
580 posts
Posted 2004-02-05 7:35am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
I lov your signiture Trace, vary true.