spot light leak!!

spot light leak!!

Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 1:31pm
Dark|Killer
758 posts
Posted 2004-12-29 1:31pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
Hey guyz...im making a map beginning in a big room...with four light bulbs...i put inside each bulb a light_spot ... i chose the color red...and made the other settings normal (didnt change it)

but when i compile this happens:

** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content\materials
Loading E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_spot (112.00 -200.00 268.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (157454 bytes)
Building Physics collision data...
done (0) (505637 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2


** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.prt
LoadPortals: couldn't read e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.prt

** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
ERROR: Couldn't open texlight file e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\lights.rad

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp" "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp"

** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" +map "dm_room"

-------------------------------------------------------------------------------- other than compiling...while the running the game (within hammer)..

this message appears.:

Launcher Error!

Failed to load the launcher DLL.

the spicified module could not be found

-------------------------------------------------------------------------------- help needed ASAP...

THX
Re: spot light leak!! Posted by Nickelplate on Wed Dec 29th 2004 at 1:54pm
Nickelplate
2770 posts
Posted 2004-12-29 1:54pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
the "memory leaks" are no problems. However, the other leaks ARE a problem. My guess is that you have accidentally placed a light_spot outside your map and it's causing the leak. When you get a leak, you look at the numbers that i have highlighted in color. Entity light_spot (112.00 -200.00 268.00) leaked!
the red is the X axis, the blue is the Y axis and the green is the Z axis, on a cartesian coordinates system. Find this coordinate on your map and that's where the ent u need to delete will be!
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 1:59pm
Dark|Killer
758 posts
Posted 2004-12-29 1:59pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
i dunno man...i cant find any light i added to my map till now with that coordinate...btw does that affect the lights....i mean if there is a leak....the lights wont appear????...and wat does a leak do to ur map??
Re: spot light leak!! Posted by Nickelplate on Wed Dec 29th 2004 at 2:06pm
Nickelplate
2770 posts
Posted 2004-12-29 2:06pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
in the world of 3d games, every little beam of light HAS to hit a surface. If there is a hole in your map SOME beams of light are not reflected and have to go on FORVER in the void. so instead of calculating an infinity of data for that light beam, VIS shuts down and runs your map in FULLBRIGHT mode.
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 2:12pm
Dark|Killer
758 posts
Posted 2004-12-29 2:12pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
oh so u mean...i have to close all of the sides right??...i still didnt finish the map...lots of stuff to add...but there is alot of BIG holes in it...i still wanna add some stuff at it later....so that is a affecting light??
Re: spot light leak!! Posted by Forceflow on Wed Dec 29th 2004 at 2:46pm
Forceflow
2420 posts
Posted 2004-12-29 2:46pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
oh so u mean...i have to close all of the sides right??...i
still didnt finish the map...lots of stuff to add...but there is alot
of BIG holes in it...i still wanna add some stuff at it later....so
that is a affecting light??
yes, all has to be closed.

The best way to test your map in that stadium is to put a huge hollow block around it with the sky texture.
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 2:54pm
Dark|Killer
758 posts
Posted 2004-12-29 2:54pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
illl try that and see
Re: spot light leak!! Posted by Nickelplate on Wed Dec 29th 2004 at 3:00pm
Nickelplate
2770 posts
Posted 2004-12-29 3:00pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
:rolleyes:
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 3:07pm
Dark|Killer
758 posts
Posted 2004-12-29 3:07pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
it didnt work dude...any other thoughts???
Re: spot light leak!! Posted by Nickelplate on Wed Dec 29th 2004 at 3:13pm
Nickelplate
2770 posts
Posted 2004-12-29 3:13pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
you've got to make a cube that contains your WHOLE MAP. it has to be WHOLLY covered in the "Sky" texture. then you must click the cube and go to tools and selecy "hollow" set your wall thickness to 16

this WILL work unless there are light ents outside the skybox.
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 3:39pm
Dark|Killer
758 posts
Posted 2004-12-29 3:39pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
i did a big box around the lvl dude....and then made it hollow to 32..(32 is the same as 16...or is there a difference???)

But still NOT ANY OF THE LIGHTS APPEAR !!!!
Re: spot light leak!! Posted by Nickelplate on Wed Dec 29th 2004 at 3:45pm
Nickelplate
2770 posts
Posted 2004-12-29 3:45pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
are you running VIS and RAD? and after you make the box are you getting compile errors?

[edit] if you send me a VMF i can most likely de-leak it for you.
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 3:57pm
Dark|Killer
758 posts
Posted 2004-12-29 3:57pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
VIS and RAD???....wat the hell is that????

sorry for being such a noob...but im training for being a good mapper :biggrin:

here is the log after i did the box :

** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content\materials
Loading E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (219412 bytes)
Building Physics collision data...
done (1) (684988 bytes)
Error! prop_static using model "./models/props_c17/canister_propane01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_c17/canister_propane01a.mdl"!
Error! prop_static using model "./models/props_debris/concrete_column001a_Core.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_debris/concrete_column001a_Core.mdl"!

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2


** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.prt
136 portalclusters
430 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 76 visible clusters (0.00%)
Total clusters visible: 10590
Average clusters visible: 77
Building PAS...
Average clusters audible: 134
visdatasize:5740 compressed from 6528
writing e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp
3 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
ERROR: Couldn't open texlight file e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\lights.rad


** Executing...
** Command: Copy File
** Parameters: "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp" "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_room.bsp"

NOTE: I FIXED THE PROP STATIC THING...NOTHING IMPORTANT ON THAT...
Re: spot light leak!! Posted by Nickelplate on Wed Dec 29th 2004 at 4:21pm
Nickelplate
2770 posts
Posted 2004-12-29 4:21pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
okay the box fixed it. this is a different problem now.

Make sure you are not running thie compile in "expert mode" just run it in normal and try doing the "fast" options and see if that helps
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 4:31pm
Dark|Killer
758 posts
Posted 2004-12-29 4:31pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
i use normal compiling...i still didnt grab my hands on expert....but still the problem is the SAME AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Re: spot light leak!! Posted by Guessmyname on Wed Dec 29th 2004 at 4:32pm
Guessmyname
342 posts
Posted 2004-12-29 4:32pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
First off, I think its looking four lights.rad in the wrong place.

Second off, two of your props are wrong:

Static Props are architecture that doesn't move, isn't affected by psychics ecetera.

Dynamic Props (Prop_Psysics and Prop_Dynamic) are psysics affected, and if they're light enough, can be picked up by the grav gun.

Hammer is telling you to change those props from prop static to a prop psysics or prop dynamics

If have no idea how to fix the lights.rad problem. Have you tried the Refresh SDK content button?

EDIT: There is a tut on expert compiling. Look in the Editor section. You might want to look at the "Compile errors" one too
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 4:35pm
Dark|Killer
758 posts
Posted 2004-12-29 4:35pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
i dont like expert compiling (so complicated)...but i never did something about light.rad thing .... where u can see a tut how to do it...i dunno wat is it about LOL...but the static thing isnt important...cuzz i fixed it...the problem is none of the lights i add are appearing...(light, light_spot, light_enviroment, light_dynamic)
Re: spot light leak!! Posted by Dark|Killer on Wed Dec 29th 2004 at 7:22pm
Dark|Killer
758 posts
Posted 2004-12-29 7:22pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
PLZ SOME 1 HELP ME !!! WHY ISNT THERE SOME 1 HELPING ME !!!
Re: spot light leak!! Posted by omegaslayer on Wed Dec 29th 2004 at 8:10pm
omegaslayer
2481 posts
Posted 2004-12-29 8:10pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Whats the problem? Fix the leak first, and the advanced mode isnt complicated at all (ill explain how later if you care)

As for the lights your directories are screwed up probably, hit the
reste things in the first window when you run the SDK to see if that
fixes anything. Also just test to see if a regular LIGHT is working, or
spot light, DONT try the env or dynamic yet, they require you to do
some more things.
Re: spot light leak!! Posted by Gorbachev on Wed Dec 29th 2004 at 8:34pm
Gorbachev
1569 posts
Posted 2004-12-29 8:34pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
The answer is in the documentation that is with the SDK menu...you might want to read it.
Re: spot light leak!! Posted by Leperous on Wed Dec 29th 2004 at 8:41pm
Leperous
3382 posts
Posted 2004-12-29 8:41pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Jesus H. Christ! Dark|Killer, if you keep this up I will ban you from posting in this forum... Stop being so damn lazy and find out how to fix leaks, and read what people tell you to do before posting other problems in the same topic!
Re: spot light leak!! Posted by habboi on Wed Dec 29th 2004 at 9:04pm
habboi
782 posts
Posted 2004-12-29 9:04pm
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Ok dark i see you need help desperately so ill explain a bit:

VIS and RAD are the tools to calculate stuff right and it says so in your compile log aka vrad.exe

you need these on to make your lights work

now your leak is what causes your map to be fullbright so you have to make a box around the whole of your map and highlight then click hollow and make it 2 which is as small as you can hollow it out!

after doing so it will stop all leaks seing as its a cube unless you have entities outside the hollow box e.g. a light or a physics model

To change the static to physics you go to properties and click on the slide down bar and choose it.. its self explanetary from there

A lot of models have invisible bits if you look at them from one side so they cant be used as prop_static or physics

When in the editor have a look at models and see if they look ok before compiling!

I have a guide here that might help you with the physics bit but its a bit or a dazzle to read so take your time

http://www.valve-erc.com/srcsdk/Levels/physics.html

Now you must fix that leak otherwise your maps will be lame so to fix it again just make a hollow box around your map with either a sky texture or any other texture e.g. if you want a sky then you use skybox texture (the texture with blue and lines) or you might want it indoors so you can use a rock texture but it doesnt matter provided it blocks all holes from the void (blackness). I dont know if you know this but go to map properties at top of editor and then onto skyname and type the name of a sky you wish to use e.g. sky_day02_01 (there are many others and you just go to texture browser and type in sky and look at the different sky names but make sure you use the skybox texture not the ones with sky_day02_01bk or sky_day02_01fr etc

the default sky is wasteland which is black basically and makes maps look like poo so makesure you use a nice sky like dust (if its css) or office, sky_day02_01(if its hl2)

change numbers sky_day02_01 e.g. sky_day04_03 and you will get different ones!

Hope this sums up and all
Re: spot light leak!! Posted by habboi on Wed Dec 29th 2004 at 9:07pm
habboi
782 posts
Posted 2004-12-29 9:07pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Oh almost forgot you need to fix the lights.rad as well since it needs it for lights to work

go to search and type lights.rad and copy it into the bin part of the sdk folder it should work again!
Re: spot light leak!! Posted by Dark|Killer on Thu Dec 30th 2004 at 5:36am
Dark|Killer
758 posts
Posted 2004-12-30 5:36am
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
<DIV class=quote>
<DIV class=quotetitle>? quoting Leperous</DIV>
<DIV class=quotetext>Jesus H. Christ! Dark|Killer, if you keep this up I will ban you from posting in this forum... Stop being so damn lazy and find out how to fix leaks, and read what people tell you to do before posting other problems in the same topic!</DIV></DIV>

Im so sorry man...i just need help in stuff...cuzz im still TRAINING... :cry: i beg u dont ban me :cry:
Re: spot light leak!! Posted by habboi on Thu Dec 30th 2004 at 12:56pm
habboi
782 posts
Posted 2004-12-30 12:56pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
So? did i help you or what? i must know!!!!!!! ARGHHHH

:razz:
Re: spot light leak!! Posted by Myrk- on Thu Dec 30th 2004 at 1:31pm
Myrk-
2299 posts
Posted 2004-12-30 1:31pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
ERROR: Couldn't open texlight file e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\lights.rad


Please its so simple! Search your user folder for lights.rad. You should see about 3 of them. Now copy the one in the HL2 folder to your \sourcesdk\bin\ directory.

Now your lights will light up. You may find you have more than this problem to fix, so see what other problems you have. The other one you put in red was simply a case of not using the right prop entity. Do what it tells you to do (it says like use prop_static instead of something).

Oh also, might wanna blur out your HL2 serial key as your username lol!

Hope it helps.
Re: spot light leak!! Posted by parakeet on Thu Dec 30th 2004 at 2:32pm
parakeet
544 posts
Posted 2004-12-30 2:32pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
cries SO MANY HATEFULLY marked wrong answers.... A lot of these were
correct and are what i would recommend - the desperate box idea :wink:
boxing off half ur level & if that fixes it box only half of that
if that doesnt box the other half untill u find teh leak "this is if
you have a rediculously miniscule leak = /

A leak is any entity exposed to the NULL space outside a level so make
sure there are no openings in your level and in compile turn on VIS and
RAD

edit: agreed ive seen so many cd'keys i feel guilty...
Re: spot light leak!! Posted by habboi on Thu Dec 30th 2004 at 3:30pm
habboi
782 posts
Posted 2004-12-30 3:30pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I just said all that you guys above dont you read?

and he knows what a leak is! his not a dumb noob :razz:

His a nice guy so give him some slack anyway putting a ox around the map is fine unless you find the leak and patch it up ok please no more posts unless he needs help desperately!
Re: spot light leak!! Posted by Dark|Killer on Thu Dec 30th 2004 at 4:55pm
Dark|Killer
758 posts
Posted 2004-12-30 4:55pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
yo Habboi...sorry for the long wait...but i had to study first :mad:

But u actually helped me out...i just uploaded new ScreenShors for my map...in lights :smile:

THX MAN U REAALLY HELPED ME !!!!! :heee: