Pointfile to nothingness Created 15 years ago2009-02-16 05:31:15 UTC by Rory Rory

Created 15 years ago2009-02-16 05:31:15 UTC by Rory Rory

Posted 15 years ago2009-02-16 05:31:15 UTC Post #262788
I am getting a pointfile to an area that doesn't even have a leak.

I've been mapping for 5 years, think I know how to find a leak.. Well, there isn't one.. The pointfile goes to the middle of my underground sewer, and the entire line of the pointfile just goes through nothingness, nothingness being just the open inside-closed part of the map, from point A to point B.

When I load the pointfile in hammer though, I get a HUGE mess of red lines EVERYWHERE..

But for as this pointfile leading me nowhere, what do I do?
** Executing...
** Command: Change Directory
** Parameters: F:\Half-Life on Thekeeptwo

** Executing...
** Command: Copy File
** Parameters: "F:\HL2MAPZ\Walmart\maps\Walmart_v2.map" "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.map"

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

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: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"
Entering F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.77 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.14 seconds)

Using Wadfile: \half-life on thekeeptwo\valve\halflife.wad
  • Contains 59 used textures, 66.29 percent of map (3116 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\tfc.wad
  • Contains 4 used textures, 4.49 percent of map (279 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\customwad.wad
  • Contains 13 used textures, 14.61 percent of map (17 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\xeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\walmart.wad
  • Contains 13 used textures, 14.61 percent of map (23 textures in wad)
added 2 additional animating textures.
Texture usage is at 1.98 mb (of 4.00 mb MAX)
3.08 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

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: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

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] 500...1000...1500...2000...2500...3000...3500...3983 (0.36 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-1072,-2856, 64)
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...1000...1500...2000...2500...3000...3500...3580 (0.27 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3217 (0.22 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4313 (0.33 seconds)
4.50 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

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: F:\PROGRA~1\VALVEH~1\tools\hlvis.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.log for the cause.
--- END hlvis ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

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: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.log for the cause.
--- END hlrad ---
Posted 15 years ago2009-02-16 10:30:03 UTC Post #262798
Make sure you use the .lin file, not the .pts file. Folow the line from blue to red, eventually the line will lead you to the actual leak. You just need to keep your eyes open while you trace it down.
Posted 15 years ago2009-02-16 17:22:34 UTC Post #262836
i once got a leak i couldnt find, and it turned out the hole was really small in a place it was kinda hard to see, so im not surprised i missed it. make sure you look closely at where the line goes.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-02-16 20:39:11 UTC Post #262853
Only thing I can think of is, make sure you haven't accidentally placed any entities outside the map.
Posted 15 years ago2009-02-16 22:25:37 UTC Post #262857
All entities were inside the map, and there wasn't a hole.. The ingame pointfile wasn't even leading to the actual leak, in fact.. It wasn't anywhere near it!

I found the leak about 1024 units away, in a different direction, once I loaded the red-line pointfile in hammer, I picked a point, followed the line with the camera view, and after about 20 minutes, I found it.

Thanks for the input, the first answer was most on-target, but it was just a solid red line, not blue at any point. Thanks!
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