Re: graphical problems CS Source
Posted by jman on
Sun Mar 6th 2005 at 9:36pm
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Is your skybox on the edge of your wall/floor?If not, that'll probobly fix it to put the skybox on the edge.
Re: graphical problems CS Source
Posted by omegaslayer on
Sun Mar 6th 2005 at 9:47pm
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Hall of mirrors effect...are you using any nodraw brushes in that area?
Re: graphical problems CS Source
Posted by spec on
Sun Mar 6th 2005 at 10:20pm
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Ermm... The skybox i make using a small busuh and putting skybox texture on it. so how do you mean at the corners of map?
And i have nodraw for glass and water. However it does it further up where there aint any nodraw textures.
Re: graphical problems CS Source
Posted by French Toast on
Mon Mar 7th 2005 at 12:25am
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2005-03-07 12:25am
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How did you make the skybox? When you say skybox texture did you use tools/toolsskybox or something else?
Check for leaks.
Make sure your brush with tools/toolsskybox on it isn't intersecting any other brushes and completely contains open areas of your map.
Build cubemaps? (Just guessing)
ALT+P in editor to check for problems (it never really finds anything)
Try these things then post back.
Re: graphical problems CS Source
Posted by Sub-Zero on
Mon Mar 7th 2005 at 8:28pm
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Alright! i can finally help someone out! heh..
to fix leaks...
First compile your map.. then scroll up to the coding in the compile list...
should say something like "LEAK at (1450, 213, 123, 12345) or something similar....
After you find that... copy the coordinates by highlighting and pressing control C.... then minimize your compile log.... go back into hammer and go to
Tools<<Load Pointfile (i am pretty sure its tools.. but it may be one of the other options on the top of the screen.. either way find (LOAD POINTFILE)
what this will do is load a file that directs you to where your leak is... it basically draws a red line through the leak...
now when your pointfile is loaded... paste the coordinates into "Go to Coordinates" i believe its in the Tools listing...
and hammer should display the pointfile (red line) and the coordinates where the leak is... from there.. you need to find a hole in your wall(s) that is showing to the outside void... and fix them by closing the hole,, either by creating another wall or stretching the walls u have...
As far as the weird graphical issue your having.. it is related to your skybox ... what i would do is delete the skybox you have now and make a new one... see what happens.. make sure it surrounds the entire area that is showing to the void.. (ground if neccessary)
let me know if u need anymore help
and in case you didnt know there are tons of references on how to find leaks online, in this forum... as well as in the help files that came with Hammer =P
Re: graphical problems CS Source
Posted by spec on
Mon Mar 7th 2005 at 10:11pm
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2005-03-07 10:11pm
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right ive looked in my code for all the leaks and problems but it isnt a coordinate. below is some code that i think looks wrong, if anyone can give me a clue about it...
**** leaked ****
Entity info_player_counterterrorist (64.00 1792.00 256.00) leaked!
(no matter where i move the ct i get this error (with diff co ords))
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
WriteBSP...
"materials/nature/water002a.vtf": cached version doesn't exist
any ideas?
Re: graphical problems CS Source
Posted by Crono on
Mon Mar 7th 2005 at 10:30pm
Posted
2005-03-07 10:30pm
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your player start is either in the ground making a hole in your map ... or is corrupted some how.
Delete it and make a new one placing it a couple units above the floor. I know HL1 had this problem.
And from now on, post your compile log in the initial post of the thread.
Re: graphical problems CS Source
Posted by grippY on
Mon Mar 7th 2005 at 11:08pm
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2005-03-07 11:08pm
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It could be also that you don't have that particular skybox texture. . . especially if it's sky_wasteland. Try going to map/map properties and changing the skybox texture name to one of the valve textures. Try one of these:
de_cobble, de_piranesi, hav, italy.
Re: graphical problems CS Source
Posted by French Toast on
Mon Mar 7th 2005 at 11:30pm
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The error was info_player_counterterrorist leaked, nothing with the skybox.
Your error means that there is a hole in your map, try moving the entity up, if that doesn't work, load the pointfile and follow the red line. Patch up the hole. That's all, it should fix your problem.
Re: graphical problems CS Source
Posted by Leperous on
Mon Mar 7th 2005 at 11:47pm
Posted
2005-03-07 11:47pm
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Read again what Sub-Zero said. Load the pointfile to your map, and follow the red line until you find the hole. You may have mutliple leaks, so only run BSP (i.e. not RAD) and repeat this process until you're leak-free.
The rest of you- I'm ashamed that you're getting this wrong :razz: The player start is "causing" the leak simply because the BSP can draw a path from it to the void outside, and the co-ordinates only tell you where this entity is (so it's easier to find one end of your pointfile).
Re: graphical problems CS Source
Posted by Sub-Zero on
Tue Mar 8th 2005 at 4:06pm
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Wow Lep... i think im actually getting better with this program!?! lol... but yes spec... that seems to be your problem.. i know when i had leaks in my map.. i got all sorts of strange names for them.... sometimes props would leak.. sometimes models would leak... pretty much ignore whatever it says before the leak...
example... from what you posted
(64.00 1792.00 256.00) leaked! ....go to those coordinates... then load pointfile.. find the hole fix the hole.. recompile the map and do the same thing over again until you no longer see the cursed "leaked!" =P
good luck... and if that still doesnt work let us know
Re: graphical problems CS Source
Posted by Natus on
Tue Mar 8th 2005 at 5:38pm
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i had a problem similar to this once, and it was because my
skybox was just a little box placed somwhere, instead of a hollow
box sealing my map, ofcourse you shouldn't just make a hollow box
around your map, that would slow down perfomance
Re: graphical problems CS Source
Posted by spec on
Tue Mar 8th 2005 at 7:06pm
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woow. i dont know what i did but i seem to have sorted it out. I did the skybox another way and the graphical problems have gone. The terrorist leak has gone after i moved him but i still have one leak left:
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
it doesnt have any co-ords so i cant look for them. Any ideas what the problem may be?
Re: graphical problems CS Source
Posted by satchmo on
Tue Mar 8th 2005 at 7:19pm
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Those memory leak messages are not real "leaks". Every single map
that anyone will ever compile for Source will have those memory
leaks. I don't like looking at them, because they suggest that
there is something wrong with my map, but they don't hurt anything.
Re: graphical problems CS Source
Posted by French Toast on
Tue Mar 8th 2005 at 7:21pm
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That happens in all compiles that I've seen. I don't think it hurts performance and I don't think you can get rid of it.
Re: graphical problems CS Source
Posted by spec on
Tue Mar 8th 2005 at 7:25pm
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O, I have another quick question as well. Ive added light to my map in a room, its just a red flashing one. Thast works fine but it makes the rest of my map dark. Do i need to do something with this light to make sure the rest stays light? or can i make a big light to act as a sun? (i tried a light entity at the center of my map but it doesnt work.)
And thanks for the help guys.
Re: graphical problems CS Source
Posted by French Toast on
Tue Mar 8th 2005 at 7:37pm
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light_environment is for naturla lighting. Just a light entity has too small of a radius.
Re: graphical problems CS Source
Posted by spec on
Tue Mar 8th 2005 at 8:47pm
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thank you.
Im sorry for all the questions but ive got another lol. Ive made a ladder prop and the ladder entity thing but when i goto the map my actual ladder doesnt appear and my entity wont let me move up. I read some tutorials (including one on here) but for some reason it doesnt seem to be working.
Re: graphical problems CS Source
Posted by French Toast on
Tue Mar 8th 2005 at 9:13pm
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It doesn't work for me either. What I ended up doing for ladders was making the model myself (just throw some brushes together) and then make a new brush that covers the front of the home-made ladder, but doesn't intersect with it, and texture it with tools/toolsinvisibleladder. Bam! You have yourself a fully functional ladder without all that info_ladder_dismount crap.
Re: graphical problems CS Source
Posted by spec on
Thu Mar 10th 2005 at 2:17pm
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thanks, that worked a treat