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Author Topic: Map leaks after rotating  (Read 2434 times)

Offline getting the job done

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Map leaks after rotating
« on: December 12, 2014, 05:14:05 AM »
I am trying to make a surf map where a lot of it is just a room rotated at certian angles so that you can surf the walls, floors.  I keep getting leaks after i rotate my map.  It does not leak before I rotate.  I am selecting everything and using CTRL-M.  I have gotten it to not leak before by moving everything a little so that it snaps to the grid, however now I cannot get it to work.

Log after rotating:

Code: [Select]
CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\SteamApps
\common\Counter-Strike Global Offensive\sdk_content\maps\s4_worksgood.vmf"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0
Valve Software - vbsp.exe (Nov 11 2014)
8 threads
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m
249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n
egev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2
23/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c
z_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d
eagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e
lite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f
iveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g
lock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h
kp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p
250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t
ec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak
47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au
g/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa
mas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga
lilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg
556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m
ag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n
ova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s
awedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x
m1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi
zon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma
c10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9
0/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um
p45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a
wp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g
3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
car20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
sg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
sg08/snip_ssg08_scope.vmt.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
l Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\s4_worksgood.vmf
Map revision 58
Patching WVT material: maps/s4_worksgood/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light (-2243.70 1614.27 -2684.79) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (33405 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 70 texinfos to 32
Reduced 11 texdatas to 10 (277 bytes to 256)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\s4_worksgood.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75580000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\SteamApps
\common\Counter-Strike Global Offensive\sdk_content\maps\s4_worksgood"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0
Valve Software - vvis.exe (Nov 11 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\s4_worksgood.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\s4_worksgood.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\counter
-strike global offensive\sdk_content\maps\s4_worksgood.prt


Rotated back to original orientation (cancelled after I saw there was no leak):
Code: [Select]
CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\SteamApps
\common\Counter-Strike Global Offensive\sdk_content\maps\s4_worksgood.vmf"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0
Valve Software - vbsp.exe (Nov 11 2014)
8 threads
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m
249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n
egev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2
23/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c
z_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d
eagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e
lite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f
iveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g
lock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h
kp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p
250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t
ec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak
47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au
g/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa
mas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga
lilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg
556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m
ag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n
ova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s
awedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x
m1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi
zon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma
c10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9
0/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um
p45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a
wp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g
3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
car20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
sg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
sg08/snip_ssg08_scope.vmt.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
l Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\s4_worksgood.vmf
Map revision 59
Patching WVT material: maps/s4_worksgood/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\s4_worksgood.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (32733 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 79 texinfos to 37
Reduced 11 texdatas to 10 (277 bytes to 256)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\s4_worksgood.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75580000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\SteamApps
\common\Counter-Strike Global Offensive\sdk_content\maps\s4_worksgood"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0
Valve Software - vvis.exe (Nov 11 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\s4_worksgood.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\s4_worksgood.prt
 115 portalclusters
 213 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 3 visible clusters (0.00%)
Total clusters visible: 3748
Average clusters visible: 32
Building PAS...
Average clusters audible: 72
visdatasize:3866  compressed from 3680
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\s4_worksgood.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75580000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vrad.exe"  -game "C:\Program Files (x86)\Steam\steamapps\com
mon\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\SteamApp
s\common\Counter-Strike Global Offensive\sdk_content\maps\s4_worksgood"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75580000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76ED254
0
Valve Software - vrad.exe SSE (Nov 11 2014)

      Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[3 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\s4_worksgood.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
820 faces
608444 square feet [87615976.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
820 patches before subdivision
49754 patches after subdivision
497 direct lights
BuildFacelights:     0...

Any ideas what I can do?

Offline Arblarg

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Re: Map leaks after rotating
« Reply #1 on: December 12, 2014, 06:14:49 AM »
Surround the rotated portions with a world brush cube and make the rotated brush a func detail. World sealing geometry should always be as simple as possible, non vertex / nothing but planes / never rotated ever, if at all possible.

Offline getting the job done

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Re: Map leaks after rotating
« Reply #2 on: December 12, 2014, 07:14:47 AM »
How simple?  Should I surround this with one big cube or should i make a few of them split up so there isnt a huge amount of wasted space?  Its 11000 units long rotated at around 50 deg on the x axis.

The picture uploaded is the side view.

Offline RazerSurf

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Re: Map leaks after rotating
« Reply #3 on: December 12, 2014, 10:22:16 AM »
Surrounding your map with a cube isn't ideal, but if you do end up doing that, make sure to nodraw the outside of your walls, or else they'll render in the compile. What you could do to minimize leaks, (because rotated stuff tends to move around a bit) is make the connecting edges of the walls like this;


Connecting edges like that are better when rotated.

Offline FalseLogic

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Re: Map leaks after rotating
« Reply #4 on: December 12, 2014, 04:23:42 PM »
My bonus stage for illumination was rotated, and I encountered the same issue. I fixed it in a really bad way, by making the walls overlap.


Here's some tips though:
  • Make sure you dont work off of a rotated version. Always work with the non-rotated version, and never save over the original after rotating. This will help cut down on weird vertex problems.
  • You may suddenly get patches of walls that turn black. I fixed this in a lazy way by sealing up the wall by adding nodraw brushes behind it, then turning the inside wall into a func_detail
  • Look into using instances. They're not compatible for CS:S unless you use a tool called VMFII. Here's a link. They work by allowing you to have a separate file where you just reference the original non-rotated vmf, and rotate it in a new file. The file will automatically update with any changes you make already rotated. You place the instance with a func_instance.

Offline getting the job done

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Re: Map leaks after rotating
« Reply #5 on: December 12, 2014, 07:21:08 PM »
My bonus stage for illumination was rotated, and I encountered the same issue. I fixed it in a really bad way, by making the walls overlap.


Here's some tips though:
  • Make sure you dont work off of a rotated version. Always work with the non-rotated version, and never save over the original after rotating. This will help cut down on weird vertex problems.
  • You may suddenly get patches of walls that turn black. I fixed this in a lazy way by sealing up the wall by adding nodraw brushes behind it, then turning the inside wall into a func_detail
  • Look into using instances. They're not compatible for CS:S unless you use a tool called VMFII. Here's a link. They work by allowing you to have a separate file where you just reference the original non-rotated vmf, and rotate it in a new file. The file will automatically update with any changes you make already rotated. You place the instance with a func_instance.

Now that I think of it, I only got stuck, unable to fix the leak after i was working off of a rotated version.  I have been rotating it back to normal and then snapping it in place, am I still asking for vertex problems?

I also got those patches of black, had no idea what was going on.

I am mapping for CS:GO btw, not source.

Is it a bad idea to make a whole map out of rotated brushes, even if I seal them with flat geometry?

Offline getting the job done

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Re: Map leaks after rotating
« Reply #6 on: December 12, 2014, 07:28:18 PM »
Surrounding your map with a cube isn't ideal, but if you do end up doing that, make sure to nodraw the outside of your walls, or else they'll render in the compile. What you could do to minimize leaks, (because rotated stuff tends to move around a bit) is make the connecting edges of the walls like this;


Connecting edges like that are better when rotated.

So if I made my world geometry like this and have no leaks after rotating, I shouldn't surround with a cube?


Offline FalseLogic

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Re: Map leaks after rotating
« Reply #7 on: December 13, 2014, 04:53:05 AM »
Now that I think of it, I only got stuck, unable to fix the leak after i was working off of a rotated version.  I have been rotating it back to normal and then snapping it in place, am I still asking for vertex problems?

I also got those patches of black, had no idea what was going on.

I am mapping for CS:GO btw, not source.

Is it a bad idea to make a whole map out of rotated brushes, even if I seal them with flat geometry?

Don't rotate it back to normal. Keep one file completely unrotated. Rotating it once, then rotating back still fucks with the vertices. I would really suggest using the instancing method.

Offline getting the job done

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Re: Map leaks after rotating
« Reply #8 on: December 13, 2014, 05:34:50 AM »
Don't rotate it back to normal. Keep one file completely unrotated. Rotating it once, then rotating back still fucks with the vertices. I would really suggest using the instancing method.

Yea it seems like a perfect solution from what ive read.  Just need to play around with it a little to learn how it works.  I sealed the stage off with some normal geometry but it was a nightmare trying to change any of the level.