My map has developed a leak. Normally, I would follow the red line to the hole and fix it. However, this time the red line passes straight through a solid brush. As you can imagine, this makes it rather difficult to track the leak. I have checked, and it is one brush, not two with a small gap.

I can't find brush cleanup. I selected the brush, however, and selected menus Brush -> Make Structural. I recompiled, or tried to, and it still shows a leak through a solid wall... wait, I got it. Turns out, through resising and whatnot, I managed to make the wall 1 unit thick, with one side caulked. It figured it was "caulk" and therefore invisible. I resised the wall, causing a slew of emberassing leaks, but at least I got it. I think. I'll report back if the problem comes up again.

EDIT - It's back. I am including a link to the next screenshot. It features the XY view. Someone explain this, please!

I know that one face is system/caulk, but it is regular caulk. I checked with the Surface inspector, and the Entity inspector... YES!!! FINALLY!!! I'm in Radiant now, beaming as the compile reaches it's second stage. :woohoo: I hope that's a real smiley here. If not, there should be... I deleted the wall, and resized another wall, which did have caulk on the outside. I made sure it was units thick. What I have trouble with may be a GTK 1.5.0 feature.

When I made the wall, I had caulk active. So, the faces were caulk as well as the inside. To make it simple, I textured the inside side and left the rest caulk, I believe that also included the interior of the wall, which you can only see if you cut it open. So, a paper-thin texture was all the game saw. Not enough! It was the boy that cried, "leak!" and laughed when I feebly tried to solve this puzzle. As a good ol' buddy told me on another forum:

Brushes don't have any interior. When you first time draw a brush, it has 6 surfaces, and that's it. When you cut a brush, depending on your preferences the editor might prefer to caulk the created two new surfaces or cover them with the same texture you have on the other surfaces of the brush (or some other logic like that). And that "paper-thin" texture (surface) is everything the game needs.

Otherwise brushes are hollow like the talk of politicians: From the outside they can look nice and solid, but if you could look inside them, there's nothing there.

Edit: And if it's a fruitcake, there's not necessarily any nuts in it...

For future reference...Make sure your structural brush doesn't have any transparent surfaces facing into the map, or nonsolid shaders like water, nodraw, etc on any surfaces of the brush whatsoever. Surfaces not visible to players should always be system/caulk or common/caulk.

Oh, I know. I haven't even added detail brushes, yet. I only have texturing, or system/caulk. (I do have a water-caulk on the first room, but those problems were fixed long ago. I really can't explain what happened. It just... did. It wasn't a complicated room, either.

That room has platforms to force-jump across, with fatal falls between. I violated the Law of Good Architecture and made the room a perfect cube. It had little more than -700 light, so why bother making it look good, right? Anyhow, the problem started after I cut open the wall to make a doorway, but the leak was in the middle of a piece of wall. Go figure...