Simonay Posted August 2, 2014 Report Posted August 2, 2014 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 Quote
Vilham Posted August 2, 2014 Report Posted August 2, 2014 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. Quote
gotcha Posted August 2, 2014 Report Posted August 2, 2014 The compiler just points on the prop next to the leak. Compile bsp-only and do, what Vilham already wrote. Quote
Simonay Posted August 2, 2014 Author Report Posted August 2, 2014 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! Quote
Simonay Posted August 2, 2014 Author Report Posted August 2, 2014 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! Quote
General Vivi Posted August 2, 2014 Report Posted August 2, 2014 Grid 8 is great. Grid 1 is no fun. gotcha and blackdog 2 Quote
El Moroes Posted August 2, 2014 Report Posted August 2, 2014 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. Quote
Sprony Posted August 3, 2014 Report Posted August 3, 2014 I opened this again. Could be useful for other members. No reason to hide it imo. Quote
Simonay Posted August 4, 2014 Author Report Posted August 4, 2014 I opened this again. Could be useful for other members. No reason to hide it imo. Fair enough Quote
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