need help finding a specific brush


(Tofuy) #1

how can i find a specific brush so i can fix the problem?? seems like it won’t finish making the .bsp for me to test my new map without this fix. thanks!


(Loffy) #2
  1. Have you tried the “clean up-button” in the editor? It’s a button in the top, a bit to the left. It looks like a recycle-symbol (two arrows that go around in a circle). Press it 1-2 times, and hopefully the bad brushes will go away. It’s actually a very handy button that I press regularly to clean up my map.
  2. I do not know how to find a specific brush. Need to know though, since I’ve had the same problems as you describe Tofuy. Anyone knows how to find a specific brush in the editor?
    // Loffy

(nUllSkillZ) #3

I’m not sure but I think if you doubleclick one of the entities in this debug window the brush is selected.


(Tofuy) #4

Loffy, i think that kinda worked! now i’m getting a different error messege but it said it cleaned up the bad brush.

— FloodEntities —
Entity 1, Brush 0: Entity leaked
1534 flooded leafs
entity reached from outside – no filling
— LeakFile —
67 point linefile

skillz i keep clicking on the error messege and it does send me to an entity(very useful to remember!) though i can’t seem to fix it. it’s a spawn and i don’t think it’s doing anything wrong. i’ve deleted it and added in a new one though, still not working. :bored:

edit: ah ha! i deleted spawn point after spawn point, it kept tracing the red line to them when i’d click on the error messege. now it’s going after flags. is there a step while making a capture the flag map i might’ve missed which would cause the .bsp to not want to create itself??


(Loffy) #5

Sometimes the editor and the compiler just gets troublesome. I hate when it happens. I sit there thinking: “What IS this crap?!”. Usually, I solve the problems via some stepping-back/rethink strategies.
In your case, if I were you, I would make a back-up copy of the map. Then open the copy, and split in in half. Compile half of the map. Is the compiler still screaming: ENTITY LEAKED? Then I compile the other half. Is that half OK? (No ENTITY LEAKED messages?) Then I know which half is causeing the problem.
Then I proceed from there.
Another drastic thing to do, is to put a gigant hollow box made out of caulk (NOT detailed brush) all around the map. Compile. The ENTITY LEAKED error is hopefully gone. Toss away the gigant box. recompile. Sometimes the ENTITY LEAKED message is no more. The map works (for some perplexing reason).
About brushes that are fubar: Sometimes I just give up, and toss them away too. Rebuilding stuff from scratch.
In sum: There are so many things that can/will go wrong. And you have to be inventive/resouceful to find different (un-orthodox) ways to solve these annoying problems.
Keep it up! :slight_smile:
nUllSkillZ, you are right. Double clicking in that window will take you to the brush in question. Thanks.
// L.


(Tofuy) #6

but i want a magic button that makes it all work right the first time… i hope super caulk works…


(Loffy) #7



:slight_smile:


(Loffy) #8

Seriously, when i get the entity leaked message, I occationally just Save and Quit. When re-opening the map, the problem is gone. I have no idea why it works, but it does.
Yeah! 610 posts! My goal in life! I can retire now!
// L


(Tofuy) #9

omg! <--
i’m gonna keep this, i know i’ll need it…

it’s past the point where it would give up before, it’s taking a looooong time to make the .bsp! i’ve just made rooms, both rtcw and et, and this is my first real map. it’s nothing i’d want to release, more of a learning experience. since the entire thing is indoors, i could like, just LEAVE the magic caulk, right?? i mean it’s doing good things…


(MadJack) #10

A leak will ALWAYS trace back to an entity. ALWAYS. 99.9% of the time, the entity is not the problem. You have an “opening” to the void somewhere in your map. Fix that leak and everything will be fine.

When you have a leak do this:

CTRL-ALT-K/L to move forward/backward on the pointfile and you’ll see where the red line goes through a brush. That brush is the problem. It could be because the texture shader has a surfaceparm trans or nodraw or nonsolid which will make the whole brush on which it sit non-structural. Thus making the leak into the void. Fix that brush by either changing the texture or whatever needs to be done. Sometimes it’s just that you forgot to deselect a brush and moved it with another one you wanted to tweak, making an opening.

HTH


(Tofuy) #11

thanks for all the great informative replies everyone :slight_smile:

i did notice that. i was toggling through with ctrl-alt-k/l and it kept going back through the same tube, smack in the middle. it’s set in the right place, there’s no cracks or anything. i used a concrete texure that i’ve also used for floors and walls so i don’t think it’s the texture. so that would mean it was the structure that was non-structural. weird!


(MadJack) #12

Patches are NOT structural! They will always cause a leak if there’s nothing between it and the void. Put a caulk under it and the leak will be gone.


(thore) #13

i had leaking probs with my skyportal too… nothing changed with it or with it’s tiny
skybox… just moving it around a bit and voilà , there it is: leak. i coul wrap around a
whole new and shiny skybox… still the skyportal would be leaked. i HAD to replace
the skyportal entity by a new one to get rid of the error.

not sure whether this behaviour can be applied to other entities though, but it’s
definitely not only normal brushwork that can cause leaks. this one props_skyportal
really was some nasty thing to work with :smiley: