those simple questions thread...

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby joe_rogers_11155 on Mon Apr 23, 2012 11:24 pm

sounds like a leak, i guess. copy your compile log and run it through the interlopers compile log checker. bookmark that page somewhere and use it often. i solve 99% of my problems using the checker.

http://www.interlopers.net/errors/errors.php
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Re: those simple questions thread...

Postby bleakside on Tue Apr 24, 2012 7:39 am

Cheers.

I'm guessing the compile log is the txt file that is in the same folder as the map, right? It says I have a couple leaks, one of them being a trigger, but surely the other leak (it doesn't tell me what it is) into the void would stop me being able to run the map at all?
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Re: those simple questions thread...

Postby Gary on Tue Apr 24, 2012 7:54 am

You can compile maps with leaks and play them. But it will cause tons of visual and compile problems.
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Re: those simple questions thread...

Postby Sathor on Tue Apr 24, 2012 7:56 am

As Gary said, this will cause massive problems. Just load the pointfile and fix the leaks.

If you really want to look at your map, create a cordon, apply it, and then compile.
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Re: those simple questions thread...

Postby bleakside on Tue Apr 24, 2012 8:08 am

Ohh thanks!

I'll be more careful from now on! Thanks again! (I'm a really newbie at this, had you guessed?)
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Re: those simple questions thread...

Postby Sathor on Tue Apr 24, 2012 8:11 am

Yes.

Always try to map cleanly from the beginning. Try to keep the basic structure of your map at reasonable values (minimum of 8 units, better 16). Whenever you change something you should turn of func_details and props and check the core brushes whether they still align.
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Re: those simple questions thread...

Postby bleakside on Tue Apr 24, 2012 8:18 am

Much appreciated :)

sorry, something I overlooked, what do you mean by "turn off func_details and props"?
Last edited by bleakside on Tue Apr 24, 2012 8:44 am, edited 1 time in total.
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Re: those simple questions thread...

Postby Gary on Tue Apr 24, 2012 8:28 am

Sathor wrote:Always try to map cleanly from the beginning. Try to keep the basic structure of your map at reasonable values (minimum of 8 units, better 16). [...]


What do you mean by this? Is there something wrong with sealing a map with 2-unit wide brushes?
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Re: those simple questions thread...

Postby Sathor on Tue Apr 24, 2012 9:43 am

No, but usually it is easier to work with higher numbers once you start shifting stuff around.

For example, you have a corridor you made 130 units wide. This means once you start using a grid higher than 2, stuff will get messy.

The depth of the brushes which seal the map is unimportant.
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Re: those simple questions thread...

Postby bleakside on Tue Apr 24, 2012 10:21 am

Sathor wrote:Whenever you change something you should turn of func_details and props and check the core brushes whether they still align.


What did you mean by this?

Also, the interloper log checker is showing that I have errors about things that don't exist in my map.
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Re: those simple questions thread...

Postby Sathor on Tue Apr 24, 2012 10:50 am

Well, I mean you should turn off anything that is not a world brush. One reason for a leak is that you have a gap somewhere in your world brush structure. Another reason can be an entity outside the world brush area (in the void).

If you can be sure that all your world brushes are perfectly enclosing, the leak will likely be an entity outside of it.
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Re: those simple questions thread...

Postby bleakside on Tue Apr 24, 2012 11:14 am

Okay sorry what I meant by that was how do I 'turn off' these things?

I'll make sure there are no entities in the void first.
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Re: those simple questions thread...

Postby Sathor on Tue Apr 24, 2012 11:55 am

You have VISgroups - check on the right toolbar.

You can uncheck VISgroups, and since it automatically puts all func_detail and all props into VISgroups, thats very easy
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Re: those simple questions thread...

Postby bleakside on Tue Apr 24, 2012 2:38 pm

Okay thank you.

I have finally managed to clear out the leaks and the error checker says there is nothing wrong, yet my chamber is still pitch black :(

My hallway is fine (tc_0010000.jpg) but the chamber (tc_001001.jpg) has nada going on.
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Re: those simple questions thread...

Postby joe_rogers_11155 on Tue Apr 24, 2012 4:09 pm

try deleting the light entity that doesn't seem to be working. then copy a light that you know is working right and paste it into the pitch black room. change the brightness to be very bright (like 1000) and see if you can get anything out of the light. recompile and see what happens.

if you still have a problem after that, you might need to upload the raw map file (vmf) to us and we can look into it.
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