LoPi Posted January 27, 2017 Report Posted January 27, 2017 Anyone help me fix this leak! And say how to fix this leak pls.Link:Here Thank!
LATTEH Posted January 28, 2017 Report Posted January 28, 2017 (edited) Your skybox brushes are func_detail. Select them then right click then select move to world. Edited January 28, 2017 by LATTEH Fnugz, maxlevelboi and El_Exodus 3
LoPi Posted January 28, 2017 Author Report Posted January 28, 2017 8 hours ago, LATTEH said: Your skybox brushes are func_detail. Select them then right click then select move to world. Thank! LATTEH 1
leplubodeslapin Posted January 28, 2017 Report Posted January 28, 2017 Before compiling your map, take a look at the VisGroups section on the right : In the "Auto" tab, you have many flags that you can check or uncheck. If something is checked, it will be displayed, if it's unchecked it will be hidden. Uncheck everything except The "World Geometry" group, and inside that group uncheck "Displacment" and "water" if you have some. This is how the visibility compiler (Vis.exe) see your map when you compile it and tries to compute visibility rules for optimising the map. If there's an opening somewhere (a leak), it won't be able to understand the inside volume of your map and therefore it will crash. As @LATTEH told you, it's because of your sky that is in func_detail, but you'll also notice that your floor is in func_detail and it shouldn't. Finaly, you shouldn't create a big sky box like that around your map, you should only place sky brushes as a ceiling for your map. I hope that helps ! LATTEH, MaanMan, esspho and 1 other 4
LoPi Posted January 29, 2017 Author Report Posted January 29, 2017 22 hours ago, leplubodeslapin said: Before compiling your map, take a look at the VisGroups section on the right : In the "Auto" tab, you have many flags that you can check or uncheck. If something is checked, it will be displayed, if it's unchecked it will be hidden. Uncheck everything except The "World Geometry" group, and inside that group uncheck "Displacment" and "water" if you have some. This is how the visibility compiler (Vis.exe) see your map when you compile it and tries to compute visibility rules for optimising the map. If there's an opening somewhere (a leak), it won't be able to understand the inside volume of your map and therefore it will crash. As @LATTEH told you, it's because of your sky that is in func_detail, but you'll also notice that your floor is in func_detail and it shouldn't. Finaly, you shouldn't create a big sky box like that around your map, you should only place sky brushes as a ceiling for your map. I hope that helps ! Thank!
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