Leaks over and over
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Leaks over and over
Ok....You all know I am no n00b...but I am at mt wits end here. When compiling my new map it says....."Entity 1 of type func_rotatingdoor leaked" Entity 2 of type func_rotatingdoor leaked" "Entity 72 of type func_rotatingdoor leaked".....So I stopped the compiler....Went back in the map in radient located the offending doors and replaced them all. The problem is. I never cloned the doors. They were perfect but it said they leaked. Now after the vis completed it said "MAX_MAP_LIGHTING 570"....So I went back in the map and made some adjustments on some lights....I added some area portals to the few completely enclosed areas of the map. I also changed the worldspawn values...I had "overbright all" and "lightmap density 16" turned on...so I turned that off....but then low and behold the damn rotating door leaks came back....the same entity#'s....I went back in...and redid the the doors again....re stared the compile and once again the damn leaked mssg appears again...WTF!!!!! I have redid those damn doors like 10 times and they leak......I am not cloning them etc....What is wrong here???? Will my changes fix that Max map lighting error....I know that error means I have a light affecting too many surfaces. This map is a very large outdoor map with mountains and trees and a river.....It uses the entire worldspawn area....and FPS in test were not that bad....This is my final compile! John any ideas????? Why are my doors leaking over and over....its not all the doors just those 3......and they are not in some sort of irregular surface either.
I wouldn't worry about the doors it is harmless as long as you don't get the error leaked entity reached from outside no filling and as long as the prt file is written your map is sealed . If it is an outdoor map why not use ambient light or sunlight instead of light entities ? With doors I make sure they touch the door jam and the origin is part of the door not buried in the door jam and I make it small 1 unit and the thickness of the door . Try moveing the origin brush and see it that helps .
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
test
Just as a test, place a brush with common/area texture inside one of the leaking door brushes. The area brush should fill the door opening, but not be visible from either side of the door (make it thinner than the door). Then compile and see if that door still leaks.
- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
Re: test
What Wud that Do??tltrude wrote:Just as a test, place a brush with common/area texture inside one of the leaking door brushes. The area brush should fill the door opening, but not be visible from either side of the door (make it thinner than the door). Then compile and see if that door still leaks.
never heard of any thing like that.
it's not a time for thinking its a time for drinking!
ok I turned blocksize to zero and turned the bounce to 0 also....2 doors still leak. I did add the area portals also. I got Warning "Area portal not touching two sides"....the areas were completely closed. I got no clue about this. Map compiles fine...Was doing reg -vis and after 2 days still said 48 hours...I changed to -fastvis..Vis data was 686000..Not bad. 9000 num portals down from 15000!!!
Area
Area portal brushes will hide the contents of a room from the rest of the map. But, the room (area) must be made of structual brushes and have no func_windows. And, if the room has two doors, both must have an area brush. I only wanted to see if it would stop a door from leaking.
