Entities dissappearing Created 19 years ago2005-03-14 11:03:36 UTC by estecondios estecondios

Created 19 years ago2005-03-14 11:03:36 UTC by estecondios estecondios

Posted 19 years ago2005-03-14 11:03:36 UTC Post #96796
> Howdy, When I run my map almost all func_XXXX dissappear unless you face
> them right. Stuff like monsters and and some func_walls aren't a problem
> but mostly they completely dissappear (but you can't walk through them)
when
> you look at them side-long. I've included a copy of my compile info
incase
> it can help.
> Thank you.
By the way, I've tried sky-boxing the whole thing in to kill any potential leaks.

> --------------------------------
> ** Executing...
> ** Command: Change Directory
> ** Parameters: C:SIERRAHalf-Life
>
>
> ** Executing...
> ** Command: Copy File
> ** Parameters: "C:SIERRAHalf-Lifevalvemapstest45.map"
> "C:SIERRAHalf-Lifevalvemapstest45.map"
>
>
> ** Executing...
> ** Command: C:Program FilesWorldcraftqcsg.exe
> ** Parameters: "C:SIERRAHalf-Lifevalvemapstest45"
>
> qcsg.exe v2.8 (Jan 31 2000)
> -- qcsg --
> entering C:SIERRAHalf-Lifevalvemapstest45.map
> Entity 0, Brush 477: origin brushes not allowed in worldEntity 196, Brush
0:
> mixed face contentsCreateBrush:
> 0...1...2...3...4...5...6...7...8...9... (13)
> CSGBrush: 0...1...2...3...4...5...6...7...8...9... (7)
> Using WAD File: pldecal.wad
> Using WAD File: program filesstreamcastmorpheusdownloadscs_747.wad
> Using WAD File: program filesstreamcastmorpheusdownloadscs_dust.wad
> Using WAD File: program filesstreamcastmorpheusdownloadsdecals.wad
> Using WAD File: sierrahalf-lifevalvehalflife.wad
> Using WAD File: sierrahalf-lifevalveliquids.wad
> Using WAD File: sierrahalf-lifevalvexeno.wad
> Using WAD File: sierrahalf-lifevalvespraypaint.wad
> Using WAD File: sierrahalf-lifevalvegfx.wad
> Using WAD File: sierrahalf-lifevalvecached.wad
> Using WAD File: wallycustom wal filesbigwad.wad
> Using WAD File: wallycustom wal filestestnightsky.wad
> added 17 additional animating textures.
> 23 seconds elapsed
>
> ** Executing...
> ** Command: C:Program FilesWorldcraftqbsp2.exe
> ** Parameters: "C:SIERRAHalf-Lifevalvemapstest45"
>
> qbsp2.exe v2.2 (Dec 28 1998)
> -- qbsp2 --
> LEAK LEAK LEAK
> LEAK LEAK LEAK
> LEAK LEAK LEAK
> LEAK LEAK LEAK
> 29 seconds elapsed
>
> ** Executing...
> ** Command: C:Program FilesWorldcraftvis.exe
> ** Parameters: "C:SIERRAHalf-Lifevalvemapstest45"
>
> vis.exe v1.3 (Dec 30 1998)
> -- vis --
> 1 thread(s)
> LoadPortals: couldn't read C:SIERRAHalf-Lifevalvemapstest45.prt
> No vising performed.
>
> ** Executing...
> ** Command: C:Program FilesWorldcraftqrad.exe
> ** Parameters: "C:SIERRAHalf-Lifevalvemapstest45"
>
> qrad.exe v 1.5 (Apr 6 2000)
> --- Radiosity --
> 1 threads
> [Reading texlights from 'C:PROGRAM FILESWORLDCRAFTlights.rad']
> [1 texlights parsed from 'C:PROGRAM FILESWORLDCRAFTlights.rad']
>
> No vis information, direct lighting only.
> 6019 faces
> 171535 square feet [24701152.00 square inches]
> 19174 patches after subdivision
> 37 direct lights
> BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (200)
> FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)
>
> Object names Objects/Maxobjs Memory / Maxmem Fullness
> ---------- ------------- ------------- ------
> models 67/400 4288/25600 (16.8)
> planes 8426/32767 168520/655340 (25.7)
> vertexes 8473/65535 101676/786420 (12.9)
> nodes 3183/32767 76392/786408 ( 9.7)
> texinfos 1166/8192 46640/327680 (14.2)
> faces 6019/65535 120380/1310700 ( 9.2)
> clipnodes 8254/32767 66032/262136 (25.2)
> leaves 2070/8192 57960/229376 (25.3)
> marksurfaces 7407/65535 14814/131070 (11.3)
> surfedges 28764/512000 115056/2048000 ( 5.6)
> edges 15152/256000 60608/1024000 ( 5.9)
> texdata [variable] 5284/2097152 ( 0.3)
> lightdata [variable] 619713/2097152 (29.6)
> visdata [variable] 0/2097152 ( 0.0)
> entdata [variable] 23337/131072 (17.8)
> === Total BSP file data space used: 1480700 bytes ===
> 202 seconds elapsed
>
Posted 19 years ago2005-03-14 11:16:06 UTC Post #96797
For one, you have a leak.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-03-14 14:07:53 UTC Post #96812
Sorry mate, But in says you have a leak, try making a box around the whole map
Posted 19 years ago2005-03-14 14:13:44 UTC Post #96815
Nu-huh, don't do that. Skyboxing (as it's called) is a bad habit.
It increases r_speeds and can make your map look pretty crappy.
Posted 19 years ago2005-03-14 17:42:50 UTC Post #96866
Use the ZHLT to compile, linked to on the News at the moment, then fix the leaks. Refer to our tutorials and glossary for details.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-14 19:25:42 UTC Post #96892
Grab LeakMarker. It won't work all the time, though, but it'll probably work in most cases.
Posted 19 years ago2005-03-15 04:09:32 UTC Post #96950
Oh, plus, make sure you're using OpenGL in your game display settings.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-15 18:36:54 UTC Post #97159
how do I get leakmarker?
Posted 19 years ago2005-03-15 19:05:35 UTC Post #97178
Posted 19 years ago2005-03-15 23:15:23 UTC Post #97202
you won't really need it though. just type pointfile in the console and find and follow the line until it goes through the leak.

(just to summarize up the answers given)
all you need to fix the problem though is the point file(or leakmarker) and ZHLT, and have it set to openGL rendering mode in the configuration of HL.
Posted 19 years ago2005-03-16 04:06:48 UTC Post #97235
Woops, still never wrote that leakfinding tutorial. I'll try to do so over Easter.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-16 05:53:57 UTC Post #97244
Remove some of those WAD's too

this is from Hammer's help file:
There are a number of other .WAD files that may be available in the Valve folder, including cached.wad, gfx.wad, pldecal.wad, and spraypaint.wad - do not use these. These files are generated by Half-Life and will not be the same on all user's systems.
Try reading that, it's there for a reason you know..
Posted 19 years ago2005-03-16 11:57:14 UTC Post #97298
I appreicate all the input but the first thing I tried was skyboxing. With the skybox in, it took about 20 minutes to compile the map since the map itself isn't small. The compile info I attached was after I took the skybox out.
Also, I tried the always popular method of using ultra big blocks to section out the map in areas that noclipping the pointfile assured was leak-free. Unfortunately, doors and breakable boxes still dissappeared... Funny thing is that breakable grates and glass don't dissappear.

I've got this problem on two maps (the one above is indoor and the second is outdoor). On the outdoor map I deleted a Light_Spot that I'd given yes to 'Is Sky' and that fixed it. For anyone new to mapping tracking this thread, I had to replace it with a Light_Environment otherwise everything was, as imaginable, pretty dark.
This lends itself to an issue related to qrad so I tried running the indoor map with qrad off and that didn't do the trick either.
Anyway, I tried checking all the Light_Spot entities for 'Is Sky' but none had it on so I did the next best thing and deleted every single light on the map. Then I ran around with a flashlight and still had the problem. It seems to really only affect Func_Door and Func_Breakable entites, though..Since my Func_train as well as other Func_Dealios remain fine.
If anyone wants to check my map out to see if they can discover what's up send an email to estecondios@hotmail.com.
Posted 19 years ago2005-03-16 12:02:16 UTC Post #97299
You've already had a few suggestions which you appear not to have taken up. I strongly suggest that you do so.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-16 14:49:30 UTC Post #97329
The issue isn't a Leak. Or skybox'ing would have solved it. But thanks, Seventh-Monkey.
Posted 19 years ago2005-03-16 16:34:59 UTC Post #97341
Not necessarily, might be a bug in the Q-tools that you still appear to be using, a misreported error from the ancient tools, or a little mistake somewhere. Really, use ZHLT.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-16 18:01:56 UTC Post #97371
That makes sense. I'll give it a shot. The issue began about half way through the mapping so worst case I suppose I'll just break the map into ultra small sections and troubleshoot from there.
Thanks for the input, everyone.
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