By default, a 64圆4 game unit chunk of space is the size of one patch. There is a hard limit of 65535 patches that HLRAD can deal with. These patches are the textures used as the lightmaps for the world. When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. If all else fails, changing the brush to a func_wall may solve the problem. Doing a -full VIS often fixes this problem. Brushes with many faces sharing the same vertex, such as spikes, are particularly common causes of this error. This is often a difficult error to track down as changes in the brushes in your map may cause an increase in leafportal errors. This occurs when you have a leaf which isn't entirely convex, so that at one position within the leaf you can look out of the leaf and see back into it. You can generally ignore these, but there is a possibility that part of the world somewhere will either be solid where it shouldn't, or vice versa. Deleting this entity will usually just cause the leak to start somewhere else, without actually fixing it.īack to the Index = LEAK in hull 1 = LEAK in hull 2 = LEAK in hull 3 = It always goes from inside towards the outside, from this position. The entity listed along with the error is just where the beginning of where the pointfile is created, and can be used to help find the start of the line. The leak messages starting with ZHLT 2.4 were updated to replace the old ' LEAK LEAK LEAK' messages. If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush). The same is true for CLIP, and ORIGIN textures as well. If a brush uses SKY, all sides must be sky. Simlpy find the offending brush, and then the faces with the inappropriate texture and change it. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. Fortunately almost all textures are solid. In Half-Life, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). map created by an export with cordon enabled, and looking to see what brushes it made. The cordon tool creates brushes automatically to box in the cordon region, and their brushes can sometimes be quite large, and also extend outside the world. The brushes are expanded slightly for some of the calculations during a compile, so brushes near the edge within 64 units will cause the error too. The second most common case is actually having a brush near or outside the edge of the allowable region for the world. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely. The coordinates listed in the error are very important in diagnosing the error. The first is an damaged brush, almost always created by a vertex manipulation gone wrong. There are a few cases that create the ' outside world' error.
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