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Hammer compile error to do with leaks, need help please.

  • Simonay
  • August 2, 2014 at 4:10 PM
  • Simonay
    • August 2, 2014 at 4:10 PM
    • #1

    I've just finished the greyboxing stage for a new map I'm making for CS:GO - the entire map is sealed, somewhat optimized and everything is ready for people to playtest it. However, I am unable to compile it due to every prop_static causing a leak, even though they are all thoroughly inside the map - has this happened to anyone else in the past?


    I've tried looking online and trying solutions other people have suggested, but non have worked - I'll list these below to save people suggesting the same thing:


    • Disable radius culling - every compile I tried this was disabled. It wouldn't compile with it enabled either.
    • Check the map name for spaces/capitals - was fine to start with.
    • Remove any cordons I had created - I hadn't created any to start with, but creating one and deleting it made no change.

    Please note that when deleting the prop_static that the pointfile indicated, it would simply change to a new prop static after each compile, so I assume that every static prop is the cause of this.


    Please find attached my most recent compile log, hopefully all you clever souls reading this will understand it better than I do - all I can glean from it is the fact that there is a leaked prop!


    Thanks in advance for any suggestions - I'm going away for a few days tomorrow so excuse me if I don't reply immediately. Compile log displaying leak.txt

  • Vilham
    • August 2, 2014 at 4:25 PM
    • #2

    Map>Load Pointfile


    That will show a red line in all viewports between the prop_static and the void.


    Also you can hide Visgroups: World Detail, Displacements, Tool Brushes and Entities to help find gaps in your BSP.

  • gotcha
    • August 2, 2014 at 4:27 PM
    • #3

    The compiler just points on the prop next to the leak.


    Compile bsp-only and do, what Vilham already wrote.

  • Simonay
    • August 2, 2014 at 4:57 PM
    • #4

    Interesting, thanks a bunch - never realized that the compiler did that - I've never actually had leaks before so this is news to me, so cheers!

  • Simonay
    • August 2, 2014 at 5:09 PM
    • #5

    Well, seems like the problem was simple all along - just a few holes in the world where my brushwork didn't quite line up or was messy, you get the idea. I feel quite silly seeing as the issue was such a common one.


    Anyway, it's fully compiled now so thanks a lot to both of you!

  • General Vivi
    • August 2, 2014 at 7:57 PM
    • #6

    Grid 8 is great. Grid 1 is no fun.

  • El Moroes
    • August 2, 2014 at 10:03 PM
    • #7

    Also, next time, look if the option called "Radius Culling" is checked (a small red circle with letter "R" inside). If it is, uncheck it.

  • Sprony
    • August 3, 2014 at 9:29 AM
    • #8

    I opened this again. Could be useful for other members. No reason to hide it imo.

  • Simonay
    • August 4, 2014 at 9:51 PM
    • #9
    Quote from SpronyvanJohnson

    I opened this again. Could be useful for other members. No reason to hide it imo.

    Fair enough

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