TaTaN_TaTaN 134 Posted October 25, 2014 Report Share Posted October 25, 2014 (edited) Bueno resulta que ayer me puse avansar en el mapa que estoy haciendo, lo compilo, lo testeo y todo de diez (y). Recien termino de avanzar un poco mas, cuando voy a compilar me tira que hay un leak, reviso en los solidos nuevos, nada. Abro el pointfile y las lineas terminan en el aire. Me pongo a mirar el block de notas y me tira error en una puerta (?), borro todas las puertas nuevas y nada el mismo error, borro las puertas viejas y ahora dice que el leak lo generan los armoury_entity. Probe con hacer un skybox pero me tira que el skybox esta outside wold WTF! Unos dias atras me acuerdo que me pasaba algo parecido con las texturas origin, pero al borrarlas compilaba lo mas bien. Es mas, volvi a una version anterior copie todas las paredes nuevas, compila lo mas bien. me esta volviendo loco! Dejo el block de notas y unas imagenes a ver si me dan una mano! Las camionetas son una carrera de rompibles. Las tuve que hacer 2 veces porque cuando guardaba y volvia abrir el programa me tomaba los rompibles como solidos sin entidad hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: "D:\vh\valve hammer editor\zhlt\hlcsg.exe"-nowadtextures -wadinclude all-in-one.wad -wadinclude boxes.wad -wadinclude brick_floor_pack.wad -wadinclude csgo_textures.wad -wadinclude FulMapTex.wad -wadinclude hero.wad -wadinclude water_css.wad -high D:\vh\Exportados\1.map Entering D:\vh\Exportados\1.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ High ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] [all-in-one.wad] [boxes.wad] [brick_floor_pack.wad] [csgo_textures.wad] [FulMapTex.wad] [hero.wad] [water_css.wad] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: (0.23 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.30 seconds) Including Wadfile: \vh\texturas\all-in-one.wad - Warning: Larger than expected texture (348972 bytes): 'MADERA512' - Contains 14 used textures, 30.43 percent of map (4098 textures in wad) Including Wadfile: \vh\texturas\boxes.wad - Contains 1 used texture, 2.17 percent of map (100 textures in wad) Including Wadfile: \vh\texturas\brick_floor_pack.wad - Contains 0 used textures, 0.00 percent of map (19 textures in wad) Including Wadfile: \vh\texturas\csgo_textures.wad - Contains 0 used textures, 0.00 percent of map (31 textures in wad) Including Wadfile: \vh\texturas\fulmaptex.wad - Warning: Larger than expected texture (348972 bytes): '{DER_RAILINGS' - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG' - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM' - Warning: Larger than expected texture (348972 bytes): 'AWALL01_512X512' - Warning: Larger than expected texture (348972 bytes): 'BRICK58_512X512' - Warning: Larger than expected texture (348972 bytes): 'EXTERNALWALL83_' - Warning: Larger than expected texture (348972 bytes): 'FLOORTILE32_512' - Warning: Larger than expected texture (348972 bytes): 'TILE43_512X512' - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI' - Warning: Larger than expected texture (348972 bytes): 'WALL03' - Warning: Larger than expected texture (348972 bytes): 'WALL03-2' - Warning: Larger than expected texture (348972 bytes): 'WALL15_' - Warning: Larger than expected texture (348972 bytes): 'WALL33_512X512' - Warning: Larger than expected texture (348972 bytes): 'DETAIL_METALL_1' - Warning: Larger than expected texture (348972 bytes): '{SP_KOLESO' - Warning: Larger than expected texture (306812 bytes): 'SP_TROTUAR2' - Warning: Larger than expected texture (305452 bytes): 'BUL' - Warning: Larger than expected texture (348972 bytes): 'BUL2' - Warning: Larger than expected texture (348972 bytes): 'C_ASFALTVAG3' - Warning: Larger than expected texture (348972 bytes): 'C_BRICKS4G1' - Warning: Larger than expected texture (348972 bytes): 'C_BRICKS4G2' - Warning: Larger than expected texture (348972 bytes): 'C_BRICKS4G3' - Warning: Larger than expected texture (218412 bytes): 'C_BUILD3WA' - Warning: Larger than expected texture (348972 bytes): 'C_BUILDING1' - Warning: Larger than expected texture (348972 bytes): 'C_BUILDWHOLE2' - Warning: Larger than expected texture (305452 bytes): 'C_BUILDWHOLE3' - Warning: Larger than expected texture (261932 bytes): 'C_BUILDWHOLE4' - Warning: Larger than expected texture (261932 bytes): 'C_OBBSSTWA1' - Warning: Larger than expected texture (348972 bytes): 'C2_BUILDINGP1' - Warning: Larger than expected texture (697132 bytes): '01' - Warning: Larger than expected texture (348972 bytes): '03' - Warning: Larger than expected texture (348972 bytes): '04' - Warning: Larger than expected texture (348972 bytes): '07' - Warning: Larger than expected texture (697132 bytes): '09' - Warning: Larger than expected texture (348972 bytes): '11' - Warning: Larger than expected texture (348972 bytes): 'ROOF04' - Warning: Larger than expected texture (348972 bytes): 'ROOF03' - Warning: Larger than expected texture (348972 bytes): 'DOOR03' - Contains 6 used textures, 13.04 percent of map (794 textures in wad) Including Wadfile: \vh\texturas\hero.wad - Contains 25 used textures, 54.35 percent of map (2518 textures in wad) added 5 additional animating textures. Texture usage is at 2.18 mb (of 4.00 mb MAX) 0.97 seconds elapsed ----- END hlcsg ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: "D:\vh\valve hammer editor\zhlt\hlbsp.exe"-high D:\vh\Exportados\1.map Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ High ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] noopt [ 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 8192) SolidBSP [hull 0] 500...1000...1145 (0.05 seconds) Warning: === LEAK in hull 0 === Entity light @ (-1516,1102, -24) 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 SolidBSP [hull 1] 500...899 (0.05 seconds) Warning: === LEAK in hull 1 === Entity armoury_entity @ (-204,2510,-440) SolidBSP [hull 2] 500...802 (0.03 seconds) Warning: === LEAK in hull 2 === Entity armoury_entity @ (-204,2510,-440) SolidBSP [hull 3] 500...952 (0.05 seconds) Warning: === LEAK in hull 3 === Entity armoury_entity @ (-204,2510,-440) 0.80 seconds elapsed ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: "D:\vh\valve hammer editor\zhlt\hlvis.exe"-fast -high D:\vh\Exportados\1.map >> There was a problem compiling the map. >> Check the file D:\vh\Exportados\1.log for the cause. ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: "D:\vh\valve hammer editor\zhlt\hlrad.exe"-lights "D:\vh\valve hammer editor\zhlt\lights.rad"-high D:\vh\Exportados\1.map >> There was a problem compiling the map. >> Check the file D:\vh\Exportados\1.log for the cause. ----- END hlrad ----- Edited October 25, 2014 by TaTaN_TaTaN Quote Link to comment Share on other sites More sharing options...
karmanMZ 426 Posted October 25, 2014 Report Share Posted October 25, 2014 Abro el pointfile y las lineas terminan en el aire. Por mas que terminen en el aire te estan diciendo donde esta el leak. Busca en los lugares proximos a las lineas rojas que puede estar causando el leak. Fijate que los solidos no esten especiados por un grid y ese espacio de al exterior (muchisimas veces pasa eso, porque a simple vista no lo ves). Si ves algun solido que te hace dudar, tapalo por fuera con null y compila, si te permite hacerlo es porque evidentemente ahi esta el problema. Quote Link to comment Share on other sites More sharing options...
TaTaN_TaTaN 134 Posted October 25, 2014 Author Report Share Posted October 25, 2014 Gracias karmaMZ, me termine calentando. Igualmente encontre un archivo con el mapa bastante avanzado y le estoy dando desde ahi Quote Link to comment Share on other sites More sharing options...
CiNdOR^ 189 Posted October 25, 2014 Report Share Posted October 25, 2014 Fijate que no tengas ninguna entidad fuera del mapa. Quote Link to comment Share on other sites More sharing options...
LeaN 2,203 Posted October 27, 2014 Report Share Posted October 27, 2014 La puerta y los armoury son un ayuda, dicen que el leak esta cerca solo eso. El leak puede ser una entidad fuera del mapa tambien, algun func_wall, alguna puerta que se pasó. Con el pointfile hacelo, anda a la parte roja y revisá ese radio. De ultima, lo podes encontrar con coordenadas, solo hay que saber encontrarlas. Te dejo lo que puse en otro post. Y las coordenadas luego voy a crear un tutorial pero de una manera resumida, se buscan como si fueras a buscar un numero en un eje cartesiano en matematica, el plano es el mismo. La linea vertical del plano es Y, y de la mitad para arriba es Y positivo, de la mitad para abajo es Y negativo. X es la linea horizontal, y de la mitad para la derecha es X positivo y de la mitad para la izquierda es X negativo. El punto del medio es 0. Ahora para buscar por ejemplo (-85.000 1734.000 -200.000) se hace asi. El primer numero siempre es X, el segundo Y, el tercero es Z. Si entendes lo que expliqué arriba y mirando el Hammer te vas a dar cuenta de como buscar X e Y, esto hacelo en la vista top. Y la Z se busca en cualquiera de las otras 2 vistas 2d, el tercer numero. Al principio cuesta pero es practica. Cualquier duda no molesta, saludos. Quote Link to comment Share on other sites More sharing options...
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