You have to set them to have no collisions. 2009/9/24 Major Johnson <[email protected]>
> Fixed the leak by shrinking the two teleporters and a trigger_hurt that > covered the ground in on both sides by *1 hammer unit*. > > Sky_camera: there's only 1. It was working fine, then after adding in > point_devshot_cameras and exiting the physics on the skyprops to "none," it > started doing odd things. > Moving the entire skybox to the other side of the map itself causes the > level to show up on the other side, as one would expect if the sky_camera > inside the skybox was seeing the actual level geometry. > Found an interim solution: placed the skybox above the level so that the > only place the level could show up in the sky is in the one place you can't > see the skybox texture. > > Speaking of the no physics, all of the instances I have of this one prop > still throw the error, despite having NO PHYSICS: > SOLID_VPHYSICS static prop with no vphysics model! > (models/props_farm/tree001.mdl) > > Draco18s > > > On Thu, Sep 24, 2009 at 12:08 AM, Carl Foust <[email protected]> wrote: > > > Most brush entities have an origin point that you can move in Hammer. > > Sometimes the origin can accidentally get moved outside the map. Use > > the entity report to search for any entity with an origin that matches > > the coordinates in your leak. Then move the origin back to the actual > > location of the trigger_teleport. > > > > For the skybox problem: make sure you don't have a sky_camera entity > > in your "real" map, just in the 3D skybox portion. Make sure the map > > doesn't leak into skybox portion. > > > > On 9/23/09, Major Johnson <[email protected]> wrote: > > > I do have trigger teleports (5?). I recall once narrowing it down > which > > one > > > it was, but I don't remember which one anymore. In any case, that was > my > > > secondary issue, and has not previously interfered with the skybox > > problem > > > (if it leaks, sure, but I've enclosed the leak point and it stops > > leaking). > > > > > > Draco18s > > > > > > On Wed, Sep 23, 2009 at 7:00 PM, Kenneth B. Swisher <[email protected]> > > wrote: > > > > > >> I'm curious, do you have trigger_teleports at all, in the map? > > >> Ignorring the coords, I'm just wondering what would happen if you > saved > > >> your map (important step!), cut all of the trigger_teleports from the > > >> map, and recompiled.. would the leak remain, possibly citing a new > > >> entity? or what.. i'unno. > > >> > > >> It's definitely an odd scenario. Does HL2/TF2 have that console > command > > >> (or compile switch?) that we used to use back in HL/TFC days that, if > > >> you had a leak, would draw a line in the map to the leak. You could > > >> then go Spectator and follow the line around all along back to the > point > > >> of error. I used that thing to find stupid 1px leaks and forgotten > > >> entities, and crap like that, all the time. > > >> > > >> Major Johnson wrote: > > >> > After adding some point_devshot_cameras to my map to track future > > >> > changes > > >> > (because I wanted to) I had an interesting problem with the > rendering > > of > > >> the > > >> > 3D skybox when I ran the map. > > >> > http://www.pages.drexel.edu/~mmj29/temp/skybox.png< > http://www.pages.drexel.edu/%7Emmj29/temp/skybox.png> > > <http://www.pages.drexel.edu/%7Emmj29/temp/skybox.png> > > >> > At first, it was because I had a few of the cameras outside the > skybox > > >> > itself (and facing the other way was met with seeing The Void), > > however, > > >> > after fixing the mis-placed cameras (and removing 1 that I had > wanted, > > >> but > > >> > can't use) I get the same issue, only the render is perfectly > intact: > > >> facing > > >> > the other way shows me exactly what I expect to see (sky). > > >> > The screenshot was taken post-fix, but pre-fix (that is, there was a > > >> leak) > > >> > the portion of the level visible on the sky texture wasn't complete > > (it > > >> took > > >> > pieces here and there). > > >> > > > >> > What on Earth did I do wrong? The only other thing I changed was > > >> > setting > > >> > the props in the skybox to not use physics (some of them are > actually > > >> still > > >> > throwing errors about not having physics data too). > > >> > > > >> > On a slightly more bizarre topic, I do have a leak that has no > > >> > associated > > >> > entity causing it (I've encased the offending area in a skybox cube > to > > >> make > > >> > the error stop showing up). There are no entities or anything at > the > > >> > indicated location (at *either* end of a 10000 unit line that the > > >> pointfile > > >> > shows), so it's not causing the above, but I would like to know WTF > is > > >> > up > > >> > with it. > > >> > > > >> > **** leaked **** > > >> > Entity trigger_teleport (-8969.58 -9248.00 -47.00) leaked! > > >> > > > >> > I have no trigger_teleports at the indicated location, in fact, the > > >> > lower > > >> > lefthand corner of anything is located around -3040 -4660 -166. > > >> > > > >> > Draco18s > > >> > _______________________________________________ > > >> > To unsubscribe, edit your list preferences, or view the list > archives, > > >> please visit: > > >> > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > >> > > > >> > > >> > > >> > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers > > >> > > >> > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
