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Hi Als ich nach einiger Zeit mal wieder Kompiliert hab, zeigt mein Kompiler auf einmal Leak an. Ich dachte schön, probier ich mal den Pointfile aus, doch der machte wie blöd eine Zickzacklinie, deren Anfang und Ende in meiner Map waren. Als das nix brachte, hab ich einfach um meine komplette Map nen Raum mit der Skytextur gemacht, worauf aber immernoch Leak angezeigt wurde. Also ich bin ratlos. Kann es sein, das ein Leak auch durch etwas anderes erzeugt wird, als ein Loch in meiner Map?
Hir nochmal mein Logfile:
hlcsg v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlcsg ----- Command line: hlcsg.exe "C:\Programme\Valve Hammer Editor\maps\combat_map_beta"
-= Current hlcsg Settings =- Name | Setting | Default ---------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ]
noclip [ off ] [ off ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list : [zhlt.wad]
entering C:\Programme\Valve Hammer Editor\maps\combat_map_beta.map CreateBrush: (15.43 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (4.47 seconds) Using WAD File: \spiele\counter-strike\valve\xeno.wad Using WAD File: \spiele\counter-strike\valve\decals.wad Using WAD File: \spiele\counter-strike\valve\halflife.wad Using WAD File: \spiele\counter-strike\cstrike\cs_dust.wad Using WAD File: \spiele\counter-strike\cstrike\cs_cbble.wad Using WAD File: \spiele\counter-strike\cstrike\chateau.wad Embedding textures from WAD File [\programme\valve hammer editor\zhlt.wad] into BSP added 2 additional animating textures. Texture usage is at 0.95 mb (of 4.00 mb MAX) 21.06 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlbsp ----- Command line: hlbsp.exe "C:\Programme\Valve Hammer Editor\maps\combat_map_beta"
-= Current hlbsp Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ]
noclip [ off ] [ off ] nofill [ off ] [ off ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
Warning: === LEAK in hull 0 === Entity armoury_entity @ (-832,-704,-384) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush
Leak pointfile generated
11.50 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlvis ----- Command line: hlvis.exe -fast "C:\Programme\Valve Hammer Editor\maps\combat_map_beta" >> There was a problem compiling the map. >> Check the file C:\Programme\Valve Hammer Editor\maps\combat_map_beta.log for the cause.
----- END hlvis -----
THX schonmal
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