No, it's not the Noisia song, though that would be a much less frustrating issue.
I have a map where a specific entity leaks through a small crack in the map wall, like a natural classic mistake. However, nothing seems to solve it. I have tried
- Closing the gap
- Bobtoolz brush cleanup
- replacing the specific object
- Making the whole map detail then putting a structural box around everything
- Deleting the model
When I delete the model, the map leak always goes to the same exact spot as before, saying "Entity 1, brush 0 leaked". When I click on the leak message, it takes me to another model, but the red line always goes to the same spot. I tried moving the model to see if it was attached somehow, but the leak path still remains on that same spot.
In addition, if I have a box around everything, the leak goes straight through that as well. Everything I've looked into says the box is a good cheap fix, bobtoolz should work, and removing/fixing the problem objects is the best way to solve it. But if it's leaking through the box, which I've re-made and re-fixed a billion times, then I don't know how else it could be solved. This is the last problem before the map is finished, so is it possible to get a leak from having too many entities/models?
I didn't make it!
you absolutely sure its that object? sometimes i get something light a light entity that somehow manages to find its way outside of the box, might wanna check on the next leak occurence when you try to compile, just double click the reported entity, and zoom out on one of the grids :)
I've had this problem myself i never found a solution to it but it didn't seem to affect the map if the light and the .prt (i think it the .prt file) compile there shouldn't be a problem at least from what i have experienced
Please send me the map file in PM (if it is not a super secret project) and I'll figure it out for you ;)
I've leaked it, zoomed in on 2D and 3D, and seen nothing but the model (or where the model used to be). The origin isn't screwed up, either.
And jk3editor, it's a bit of a private project that I'm helping a friend with. His leak function is completely broken, so he can't even get to the point of seeing this oddity. We've collaborated before, but since this one is his I don't think I should give it to anyone.
I'll give you the next best thing. MINI SCREENSHOTS! (Note: Some resources are not loaded into my base)
Yeah it's not as good as having the map. But hey. It might help.
HalfSprite;5613043Everything I've looked into says the box is a good cheap fix
No, the box is a dumb, bad, evil fix. But it should work. I wonder what's going on here.
Okay, some more info. I deleted everything but the model and put a box around it, hollowed the box, and built it. Same. Exact. Error.
Deleting the model still creates the same error.
Note that the path is following a specific route. This route is the same as if there were objects there. It's like the program is stuck on this one leak, and even when you cover it up, it can't produce any differences. Even if I delete everything, so that there are no entities in the list, and nothing anywhere, the leak still happens with the same exact path. If I create a spawn point in the void, the leak still happens to the same exact path, and the spawner is not even selected in the debugger.
I'm starting to think this is unfixable.
Well, if it persists even after deleting everything then maybe you could send us the .map with everything deleted?
Funny thing is I was about to do that when I figured it out. I don't know why, but everything started working right when I saved it as a differently named map file. Problem solved, somehow...
Seems like the compiler left some residual files where your .map is saved