Path_track ***Leaked***

UK_Karlos

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How is this possible??? Path_track leaked!!! Its inside an area that is completely sealed off.
 

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Is it on the grid?
 
your screenshot reveals absolutely nothing i'm afraid. if the compiler says there's a leak, there's a leak. load the .prt file and follow the red line. i'm guessing you'll find one of the following:

* some of the hull 'sealing' the world is detail
* one of your models has its origin in the void (wrap caulk around the protruding bounding box to fix this btw
* there's a hairline crack between world-sealing brushes that you can't easily see (hammer's grid isn't as 'magnetic' as some other editors, like radiant, so this can happen)

btw there's no significance in the fact that it's a path_track. if there's a leak then all your entities leak. it's just that the path_track is the first one on the list. if you deleted it, it would just say a different entity leaked instead
 
Ive had a few but they where prop_statics. this is the first path_track leak ive encountered. And i dont know why it says theres a leak cuse there is a hollow skybox in which surrounds my map. Ive looked at the sky box and every corner is touching and no brush is out side the box
 
i just said there's no significance to it being a path_track. ALL the entities in your map can 'see' outside into the void. the pointfile just picks one (maybe at random) to start from

bottom line is: whether you think your map is sealed or not, it isn't. did you load the .prt file?
 
I have. its a red diagonal line that goes through a sold brush. Ive looked around the bush and there are no leaks. Very strange!!!
screenshot Coming soon
 
Maybe its the compiler punishing you for closing your map in a big hollow skybox.

That is not good!
 
Its not that big. I havnt even used up 1/4 of the grid my map size is 4mb .bsp
 
Its not a question of the size. Its the question of bad mapping.

Thou shalt not do that!

And 1/4 of the grid is kinda big...
 
For SP, nope.

MP - sometimes.

The point I was trying to make is that big maps = long compile. but even more imortantly bad mapping = compiles from hell.
 
My map is a quarter on the grid and only takes 9min to compile with HDR on. Which i think is quite fast.
lol
 
It is. Either means you optimized niceley or that there is one light and 4 brushes :P
 
I will post some screenshots on a diffrent thred after my next compile
 
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