You said "no physics". I figured you were confused.

2009/9/24 Major Johnson <[email protected]>

> 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
> > > > >> > _______________________________________________
> > > > >> > 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
> >
> >
> _______________________________________________
> 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

Reply via email to