Tremulous Forum
Media => Mapping Center => Topic started by: nubcake on October 29, 2008, 03:06:52 pm
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Even when i turn on "continue compile on leak" the map wont compile, it says "unable to load spider3.prt", the cannon shown (barrel), when deleted lets the map compile, even though the same leak error comes up. I double checked the co ordinates of the cannon, and posted a screenshot to prove, as i know this may cause a similar error.
I have tried copying it all into another new map, deleting all the possible entities in the map (as the red line just jumps to another entity). Nothing is outside the box i built around my map. Help?!
(http://i530.photobucket.com/albums/dd342/prof_flex/prob1.jpg)
(http://i530.photobucket.com/albums/dd342/prof_flex/prob2.jpg)
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Look closely at your entity list to see if you do not have any 'ghost' entities floating around. Check every entity in the list by hand, so you can be sure that every entity on that list is accounted for.
Try selecting your entire map -that means everything- and moving it 32u in whatever direction. Sometimes, this will fix something magically going wrong, while most of the time, it won't do anything.
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Tried and failed :( ALthough when i moved everything to the left/right of the grid even by 4000 GU the red line still points the the spot where the cannon origin co-ordinates are, so im thinking its some sort of co ordinate error or something like that
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try hitting L in radiant
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Do you have origin brush surrounded with solid walls?
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Yes and yes, ive made alot of maps before , ive checked all the basics, it must be something to do with the origin (IMO) as when i delete the origin keys, the map still has a leak error, yet will compile :S
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AFAIK you can't have entities inside structural brushes.
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AFAIK you can't have entities inside structural brushes.
I have deleted very entity in the map , created new spawns and player intermissions copied the brushes that make up my mechanical spider into a fresh new map, and still get entity leaked error, can i send this to someone for them to look at plz??
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Upload and post a link...
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http://anarchy-vengeance.com/tremulous/maps/base/
It is called spider3.map
P.S I also removed the origin of the cannon entity as it allows you ton compile even with the error, although the origin points if you need them for the main cannon are 200 -1680 1120
thanks!
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Ummmmmm......
>.>
<.<
The box around your map is a bunch of overlapping brushes made on grid size of 2... I think thats why your entities leak, CUZ THER IZ VOID ALL OVR UR MAP!1!!one!
There is a structural brush overlapping one of the "gun" entities...
After making a new box around the map and deleting the brush I managed to compile without leak
Ok once again:
DON'T EVER OVERLAP BRUSHES
(oh and use a reasonable grid size for larger brushes)
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I personally use nothing lower than 8, except 1 for details in RARE occasions.
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Ummmmmm......
>.>
<.<
The box around your map is a bunch of overlapping brushes made on grid size of 2... I think thats why your entities leak, CUZ THER IZ VOID ALL OVR UR MAP!1!!one!
There is a structural brush overlapping one of the "gun" entities...
After making a new box around the map and deleting the brush I managed to compile without leak
Ok once again:
DON'T EVER OVERLAP BRUSHES
(oh and use a reasonable grid size for larger brushes)
oh ok... im not sure which brush it is as the entities are all blue with no black boxex near them... thanks alot though!!! oh and ive never had the problem with the bounding box until i created the entities which mustve cause me the confusion. thanks ALOT guys!! :D
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You can have brushes overlap each other without any problems at all, so disregard that 'advice'. The only downside of overlapping brushes is a slightly increased compile time, and less control over how and where brushes are split.
Basically, UsaKilleR's advice is an inverted advice, since it should be something like this:
BUILD ALONG THE LARGEST GRID-SIZE POSSIBLE
IN OTHER WORDS, DO NOT USE A SMALL GRID-SIZE WHEN CREATING A BIG BRUSH
THIS WILL KEEP YOUR MAP NEAT AND TIDY, WHILE ELIMINATING A SHITLOAD OF POTENTIAL ERRORS
(oh, and try to avoid overlapping brushes, for the sake of keeping your map neat and tidy)
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I thought that structural brushes overlapping caused map lag.
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I thought that structural brushes overlapping caused map lag.
Overlapping brushes means the compiler will decide for itself how and where the overlapping brushes are split, whereas building it neatly tucked together allows you to retain a certain amount of control over the brush splits, which could improve the performance of your map, while lowering the time the compiler needs to calculate all of this.
So, while building neatly tucked together certainly is the preferred way, there is nothing inherently wrong with letting your brushes overlap. In fact, sometimes you can create cooler looking stuff with some pile of overlapping brushes, and if you use it in combination with some common sense, your map will not have to suffer any negative effects. Even if it does suffer some negative effects, just make sure it looks awesome, while making everybody forget about their FPS counter.
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Yes, sure, let the compiler decide which of the brushes don't block vis and which random sides not to draw. And choosing right grid size will just make your own work easier, but seems you better try figuring out why you can see thru half of your map.
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Unless you build your maps while hitting the crackpipe, problems of that kind should never show up in your map, no matter if you overlap your brushes or not. /offtopic
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Unless you build your maps while hitting the crackpipe, problems of that kind should never show up in your map, no matter if you overlap your brushes or not. /offtopic
I havent had the time to recompile as of yet as my gf is here for the night, but ill c if usa's fix worked or not.
Update, i fixed the box outside, found the structural brush :o and fixed those up, the map compiled like usual, but i still got entity 7: brush 0 map leaked. Also, when i devmapped the map the entities of the cannons were missing so the spider was there, just not the cannons :(
Further update: The map compiles fine now, i had to move the player intermissions :S now i just gotte stop the map leaking when i put the cannon origin points in :(
Also the cannon didnt show up in game either......
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Ok this is getting rediculous.... The map wont allow me any entities at all as its saying they are all leaking... ive made the walls bounding the map 300 GU thick, made sure NO brushes are leaking, and deleted all entities except spawns.
It constanstly says that any entity i place is leaking.... the red line points nowhere it just goes anywhere in the map (e.g the red line will go from a light to the middle of the floor, a spawn will have a redline going into another random place)
It's as if the compiler thinks that the map has a different origin point or something...
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There is no entity at 0,0,0?
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I checked all the entities, and it seems the problem is in origin key (and targetname) on all worldspawn brushes, removing it fixed the leakage. Maybe thats why you still got leak, the brushes you created had the same keys. Tho I didn't remove it last time and I got it to work ???. There are several brushes clipped off grid so you can see thru some edge of them, and 1 polygon on a larger brush that is invisible... there is even a brush with length of 580.872 units ???
Lava: Overlapping brushes have caused several small problems for me, including: missing/invisible polygons either as part of 1 face, whole face or all faces on brush, light bleeding, and ofc z-fighting. There are no shapes that i can think of which can't be created without overlapping. SO I srsly discourage ever overlapping brushes.
Cutting on wierd angles and letting the compiler move verteces back on grid causes faces of brushes not to line up and thus often creates a hole between 2 faces.
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I checked all the entities, and it seems the problem is in origin key (and targetname) on all worldspawn brushes, removing it fixed the leakage. Maybe thats why you still got leak, the brushes you created had the same keys. Tho I didn't remove it last time and I got it to work ???. There are several brushes clipped off grid so you can see thru some edge of them, and 1 polygon on a larger brush that is invisible... there is even a brush with length of 580.872 units ???
Lava: Overlapping brushes have caused several small problems for me, including: missing/invisible polygons either as part of 1 face, whole face or all faces on brush, light bleeding, and ofc z-fighting. There are no shapes that i can think of which can't be created without overlapping. SO I srsly discourage ever overlapping brushes.
Cutting on wierd angles and letting the compiler move verteces back on grid causes faces of brushes not to line up and thus often creates a hole between 2 faces.
This may sound right, how do i check or delete the origin of all worldspawn brushes? I never actually set them but it sounds like a source of the problem
@bissig, nah theres nothing at 0,0
Thanks for replies too every one :)
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Press L (entity list), click on worldspawn to select it and press N (entity window), choose the invalid key and press delete key.
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YEAH! thanks USA, i went into entity list and deleted the origin of world spawn :D:D it compiled and works fine now thanks!
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try hitting L in radiant
::)
lol
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Yeah but i didnt reliase Worldspawn had an origin set....I thought you had to give it one yourself