GO maps infinite leaks?

By xXToYeDXx 9 months ago

So I decompiled dedustse and loaded the vmf into hammer. I had the idea to remove the helicopter, the soundscape file, reposition some CT spawns to make side alley a viable route again,. put B back where it was and put the T spawns back to their original 1.6 and Source location. I didn't mess with anything else. Just delete the heli entity, the soundscape and reposition B site, the spawns and buyzones. But everytime I compile it gives me a leak. I deal with the leak, compile, gives me a new leak. I've been at this for about 2 hours now, just dealing with leak after leak after leak. Does anyone know if this was intentional to keep people from messing with the stock map files? Or does BSPSource not decompile GO maps properly? What's going on here?

5 posts 447 views
  • You must be a member

Replies

  • Logan Dougall's Levels
    • P5: Peddler
      Points: 143,416
    • E6: Authority
      EF: 223
    • C5: Admin
    • A6: Elder
      Account Age: 7 years
    Posted 9 months ago

    No map decompiler creates a perfect file. They all contain errors as they "Guess" how the map was constructed.

    Best to re-create with clean brushwork than to use decompiled works.

    Also, I hope you're adding in brushwork to remove gaps in geometry and not just deleting the entity that leaks...

    Turn off everything but world geometry (minus displacements) and that is everything that seals in the map. If you can see a lot of black on your screen then you've got major problems.

    !MOVING! Contact another Admin
  • xXToYeDXx's Levels
    • P1: Beggar
      Points: 222
    • C1: Member
    • A2: Tenderfoot
      Account Age: 9 months
    Posted 9 months ago

    I resized the brushes, kept the entities. After awhile I got fed up with dealing with so many leaks, I just created a skybox surrounding the whole map to keep everything completely isolated from the void. Still didn't work. Hammer still found leaks somehow.

    Attention To Detail
  • iKameo's Levels
    • P1: Beggar
      Points: 567
    • E1: Helper
      EF: 2
    • C1: Member
    • A2: Tenderfoot
      Account Age: 11 months
    Posted 9 months ago

    Maybe you should copy the whole map ( go in the SDK and make a huge selection block arround everything) then create a new map and past it, and now try to compile again, mabe it will help

    User Title
    start simple
  • Logan Dougall's Levels
    • P5: Peddler
      Points: 143,416
    • E6: Authority
      EF: 223
    • C5: Admin
    • A6: Elder
      Account Age: 7 years
    Posted 9 months ago

    then your decompiler has fucked up a lot of stuff. Probally have a lot of random origin points on all entities that place them way outside the map area or even off-grid completly.

    Re-create from scratch or do something new. Not worth the time and effort to fix a decompiled map just to have it come out looking either the exact same as the original or worse as with most decompiled/recompiled works.

    !MOVING! Contact another Admin
  • xXToYeDXx's Levels
    • P1: Beggar
      Points: 222
    • C1: Member
    • A2: Tenderfoot
      Account Age: 9 months
    Posted 9 months ago

    I'll try iKameo's idea and if that doesn't work I'll just give up. My hammer skills aren't good enough to recreate GO dust from scratch.

    Attention To Detail
  • You must be a member