Error i dont understan Created 17 years ago2007-01-12 15:46:31 UTC by orglee orglee

Created 17 years ago2007-01-12 15:46:31 UTC by orglee orglee

Posted 17 years ago2007-01-12 15:46:31 UTC Post #209448
What is wrong ?
Why i cannot compile my map ?

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:CounterStrikeKompilacjahlcsg.exe kade_glassworld
Entering kade_glassworld.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 [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.27 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.42 seconds)

Including Wadfile: counterstrikekompilacjazhlt.wad
  • Contains 6 used textures, 13.64 percent of map (8 textures in wad)
Using Wadfile: counterstrikewadyde_vegas.wad
  • Contains 5 used textures, 11.36 percent of map (101 textures in wad)
Using Wadfile: counterstrikewadyhalflife.wad
  • Contains 13 used textures, 29.55 percent of map (3116 textures in wad)
Using Wadfile: counterstrikewadycstrike.wad
  • Contains 2 used textures, 4.55 percent of map (123 textures in wad)
Using Wadfile: counterstrikewadyshonenclub.wad
  • Contains 18 used textures, 40.91 percent of map (25 textures in wad)
added 3 additional animating textures.
Texture usage is at 1.06 mb (of 4.00 mb MAX)
1.14 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:CounterStrikeKompilacjahlbsp.exe kade_glassworld

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 [ Normal ] [ 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] 469 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity path_corner @ ( 384,-640,-300)
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...778 (0.08 seconds)
Warning: === LEAK in hull 1 ===
Entity path_track @ (1000,-1320, -96)
SolidBSP [hull 2] 500...749 (0.06 seconds)
Warning: === LEAK in hull 2 ===
Entity path_track @ (-184,-1336, -72)
SolidBSP [hull 3] 500...777 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity path_corner @ ( 384,-640,-300)
1.17 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:CounterStrikeKompilacjahlvis.exe -estimate -fast kade_glassworld
>> There was a problem compiling the map.
>> Check the file kade_glassworld.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:CounterStrikeKompilacjahlrad.exe -estimate kade_glassworld
>> There was a problem compiling the map.
>> Check the file kade_glassworld.log for the cause.

--- END hlrad ---
Posted 17 years ago2007-01-12 16:42:56 UTC Post #209452
SolidBSP [hull 0] 469 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity path_corner @ ( 384,-640,-300)
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.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-01-12 16:54:22 UTC Post #209453
But here http://zhlt.info/common-mapping-problems.html#leak_in_hull_1
I have that i dont have to care about leak's. It isnt up to date or I miunderstuded something ?
Regards.
Posted 17 years ago2007-01-12 17:09:00 UTC Post #209454
Leaks remain no matter what you have my friend.

They are holes in your level or an entity that is not enclosed.

To fix you gotta either patch the hole or delete outside entities.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-01-14 01:29:40 UTC Post #209549
After compiling and getting the leak error:

?Go to MapLoad pointfile.
?Click "NO"
?Load the mapname.lin file

Where the blue line turns to red should be where your leak is. The pointfile stops being generated after it finds the first "hole", so you may have to compile and complete the process untill all the leaks are gone.

If you can't find it after some work, try uploading the map to problem maps. One other rare possiblility--it just happened to me--, was that a Hammer glitch sometimes compiles a map other than what you're editing, but creates a bsp with the name of the map you're editing--in this case, it would be a similarly named filename that has a leak in it! :P
You must be logged in to post a response.