Origins: turns out that the origins were messed up for those things, thanks!
I'll bet you its not a leak. I'll even post the a compile log. Actually, the problem is gone (yes, I moved the skybox back to a "visible" position where I was able to observe the issue), so a compile log is unnecessary. Looked back at the compile log file, and there were a lot of these I didn't see before, at least, on the last two compiles I did last night*: Static prop models/props_granary/grain_sack.mdl outside the map (-44.00, -1645.00, 860.00) Static prop models/props_2fort/miningcrate001.mdl outside the map (367.00, -152.00, 1382.25) Which at this point I'm confused, as I never touched any of my props (at least, not those) yesterday, but I do recall a stack of grain-sacks that was not showing. Here's the best part, those coordinates are exactly where the props should be: inside the map--that grain sack being one of the ones that went missing (which I only noticed tangentially and didn't look into at the time). *The one before it has a leak (forgot to turn off the devshot cameras outside the map), the ones before that are all normal compiles (10 or more), and before that, the one that leaked with the trigger_hurt brush. Draco18s On Thu, Sep 24, 2009 at 3:16 AM, Velvet Fist, Iron Glove < [email protected]> wrote: > 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. > > Alternatively, select all the trigger_teleports in your map, and use > the Tools->Center origins menu item, which will move their origins > back to the centre of the brushes. > > In case you don't know, if you turn on the "Show helpers" toolbar > button (looks like a little wireframe sphere), then you'll be able to > see where a brush entity's origin is in the 2d/3d views when the > entity is selected; and drag the origin in the 2d views to move it. > > > In any case, Major, what you are seeing with the skybox *is* > symptomatic of a leak. Check your bsp compile log, I expect it'll > still have the dreaded words "***** leaked ****" in it. Go through the > process of identifying and correctly resolving the leaks (e.g. moving > the origin of a leaking brush entity instead of adding extra skybox > around it), and I'm sure you'll find the skybox issue goes away. > > Again, you probably already know this, but when resolving leaks, do > your compiles with BSP set to Normal, and VIS and RAD turned off, and > have "Don't launch the game after compiling" checked. Your compiles > will then take practically no time while you track down leaks. > > > On Wed, Sep 23, 2009 at 7:00 PM, Kenneth B. Swisher <[email protected]> > wrote: > > > 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. > > Yes, that's still there. After running vbsp, if there's a leak, go to > Map->Load pointfile, and say Yes to using the default pointfile. > That'll draw a red line from the origin of the leaking entity out to > somewhere in the void. > > --VFIG. > > > _______________________________________________ > 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
