You mean like I already did?

Properties:
Collisions: Not Solid
Compile:
SOLID_VPHYSICS static prop with no vphysics model!
(models/props_farm/tree001.mdl)

Draco18s
 - Who said that at least once already

On Thu, Sep 24, 2009 at 2:08 AM, Joe W-A <[email protected]> wrote:

> 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>
> > > <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
> > > >> > _______________________________________________
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> > > >> please visit:
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> > > >> >
> > > >>
> > > >>
> > > >>
> > > >> _______________________________________________
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> > > >>
> > > >>
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