Finding a leak

06-02-2004, 08:26 PM
I notice that when you get a leak in your map, you get coordinates. Like this:

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity env_model @ ( -87,1167,-522)
Warning: === LEAK in hull 2 ===
Entity env_model @ ( -87,1167,-522)
Warning: === LEAK in hull 3 ===
Entity env_model @ ( -87,1167,-522)

Now I was woundering how to arrive at that certian coordinate? Is there a way? Where can I find the exact area? Because when I backtracked and tried to undo what I did, the leak just stayed and now its turning into a frustrating problem for me.

06-03-2004, 01:55 AM
I just use the point file to find them, works great for me.

06-03-2004, 02:40 AM
Well, it gives you coordinates to start from. Find this entity in Hammer, load pointfile and follow the line (starting from most orange colour). If you can't (it far less clear than in-game) - start DoD with your map, load pointfile in-game and follow dotted line in spectator mode. You can also disable drawing of entities, it helps if entity brush covers the hole.

06-03-2004, 04:48 AM
The co-ords your given are for the entity closest to the leak.

If you cant find the leak using the pointfile try using a big block - explained here:

06-03-2004, 04:31 PM
found it. it was actually a model? hmm, odd.

06-04-2004, 05:12 PM
normally if you have a leak in all three hulls it is a model/entity sticking out of the world, a model isnt just the part you see click it, if the square is out of the world normally you will get a leak, fix is make the floor bigger ie.. longer in to the void or readjust the model

06-04-2004, 05:52 PM
i have read that models can be extended outside of the world and I have done it a number of times. Can the viewpoint (X) of the model be outside of the world or no? anyways. That problem was solved.

06-24-2004, 10:48 PM
The origin must be within the world bounds. Its bounding box can be outside of the world brushes though. It's the origin that defines where the model is by VIS and to RAD. Although, now in Steam it sees the Model by its bounding box which is a blessing and curse (i.e. the larger models like the hill in merderet leak through the middle by the bridge now and it looks really stupid.)

The coordinates do not give the closest entity, often it is so random and out of the way from where the leak actually is. It's just a generally good practice to keep in mind where you were working last and what it could possibly be. Also be aware that brush based entities are "see-through" to the game, so if you accidentally make a wall that locks in part of the bounding brushes you will get a leak "through" it.

The model is not the leak unless its origin sits outside of the sealed map. If all entities are within the brush boundaries then the leak lies somewhere in your brushwork touching the void.

06-27-2004, 11:27 AM
He doesn't have a leak in Hull 0, therefore it isn't something with his brushwork is it? For, Hull 0 is the visual, the other three hulls are the actual clipping hulls, if there is a problem with those, your map will have patches where you can fall though... correct?

So leaks in hulls 1-3 are commonly caused by models ORIGINS outside the map?

06-27-2004, 12:01 PM
like i said, this was solved, long time ago

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