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
