HELP!!!please LEAK problem! Created 18 years ago2006-04-15 16:56:16 UTC by PURErage PURErage

Created 18 years ago2006-04-15 16:56:16 UTC by PURErage PURErage

Posted 18 years ago2006-04-15 16:56:16 UTC Post #174507
SolidBSP [hull 0] 13 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 128, 128, 128)
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] Warning: No outside node portal found in hull 1, no filling performed for this hull
SolidBSP [hull 2] Warning: No outside node portal found in hull 2, no filling performed for this hull
SolidBSP [hull 3] Warning: No outside node portal found in hull 3, no filling performed for this hull
0.02 seconds elapsed

This is what i get when i try to start up my box,you know that box in the tutorial, ya that one,well can some one tell what to do please?
THANK YOU IN ADVANCE PEOPLE :) :heart:
Posted 18 years ago2006-04-15 17:01:56 UTC Post #174510
Posted 18 years ago2006-04-15 17:30:23 UTC Post #174515
thx again ill try this out :)
Posted 18 years ago2006-04-16 10:58:57 UTC Post #174611
Alternatively, make a huge box that envelops your ENTIRE map, and hollow it.

This is the lazy method, and frowned upon, but I do it all the time.....

.....thats probably why my maps suck
Posted 18 years ago2006-04-16 11:02:30 UTC Post #174612
Alternatively, make a huge box that envelops your ENTIRE map, and hollow it.
Please don't. Thats probably the worst thing you can do. It might solve the leak, but this method can cause some other nasty problems like horrible high r_speeds, long compile times, and more.
There are better ways to track down a leak.
Posted 18 years ago2006-04-16 11:16:13 UTC Post #174615
There are better ways to track down a leak
Compile very often, and use a big grid size when making brushes that are the limits of the map.
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