Avatar billede layer Nybegynder
22. januar 2003 - 12:28 Der er 1 kommentar

Valve Hammer Editor problem

Når jeg laver en bane siger den alloc:bloc inde i cs, jeg ved at det skyldes at en hel block ikke har fået den samme farve på alle sider - men jeg kan ikke se nogle problemer!

I raporten siger den det med leak in hole one, men der er ingen huller.. havd kan jeg gøre

Der eringen problmer i check for problems!

hlcsg v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\hlcsg.exe "c:\programmer\valve hammer editor\maps\projekt"

-= Current hlcsg Settings =-
Name                |  Setting  |  Default
---------------------|-----------|-------------------------
threads              [      1 ] [  Varies ]
verbose              [    off ] [    off ]
log                  [      on ] [      on ]
developer            [      0 ] [      0 ]
chart                [    off ] [    off ]
estimate              [    off ] [    off ]
max texture memory    [ 4194304 ] [ 4194304 ]
priority              [  Normal ] [  Normal ]

noclip                [    off ] [    off ]
onlyents              [    off ] [    off ]
wadtextures          [      on ] [      on ]
skyclip              [      on ] [      on ]
hullfile              [    None ] [    None ]
min surface area      [  0.500 ] [  0.500 ]
brush union threshold [  0.000 ] [  0.000 ]

Wadinclude list :
[zhlt.wad]


entering c:\programmer\valve hammer editor\maps\projekt.map
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.14 seconds)
Embedding textures from WAD File [\programmer\valve hammer editor\zhlt.wad] into BSP
Using WAD File: \programmer\valve hammer editor\zeditor.wad
Using WAD File: \sierra\half-life\cstrike\decals.wad
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\cstrike\cstrike.wad
Using WAD File: \sierra\half-life\cstrike\cs_futur.wad
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.22 seconds elapsed

-----  END  hlcsg -----



hlbsp v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\hlbsp.exe "c:\programmer\valve hammer editor\maps\projekt"

-= Current hlbsp Settings =-
Name              |  Setting  |  Default
-------------------|-----------|-------------------------
threads            [      1 ] [  Varies ]
verbose            [    off ] [    off ]
log                [      on ] [      on ]
developer          [      0 ] [      0 ]
chart              [    off ] [    off ]
estimate            [    off ] [    off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [    off ] [    off ]
nofill              [    off ] [    off ]
notjunc            [    off ] [    off ]
subdivide size      [    240 ] [    240 ] (Min 64) (Max 240)
max node size      [    1024 ] [    1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity info_player_start @ (  0, 624,  40)
Error:
  A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region.  The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted.  Some complex rotating objects entities need
their origins outside the map.  To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_player_start @ (  0, 624,  40)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ (  0, 624,  40)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ (  0, 624,  40)
1.11 seconds elapsed

-----  END  hlbsp -----



hlvis v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\hlvis.exe "c:\programmer\valve hammer editor\maps\projekt"
>> There was a problem compiling the map.
>> Check the file c:\programmer\valve hammer editor\maps\projekt.log for the cause.

-----  END  hlvis -----



hlrad v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\hlrad.exe "c:\programmer\valve hammer editor\maps\projekt"
>> There was a problem compiling the map.
>> Check the file c:\programmer\valve hammer editor\maps\projekt.log for the cause.

-----  END  hlrad -----
Avatar billede guttler Nybegynder
23. marts 2003 - 14:01 #1
Hullet behøver ikke at være særligt stort. Bare det er der er det nok. Der er desværre ikke nogen nem løsning på problemet andet end at kigge samtlige sprækker efter. En ret "dyr" løsning er at pakke hele modellen ind i en tæt sky-box. På den måde er du sikker på ikke at have leaks, men det koster tilgengæld en del polygoner....

Endelig er der også denne løsning. Den virker som regel, men ikke altid..
"Load up Half-Life with your leaked level, using the lines "hl -console -dev -particles 50000" (or a bigger number) then, once its loaded, in the console, type pointfile. [...} You will then see a dotted line in your level that bounces around like crazy! Just follow it, and the point where it leaves the level is where the leak is happening."
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