Annoying Leaks?

RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
<div class="IPBDescription">Got Annoying Leaks Heres a Quick Fix . .</div> Got Annoying Leaks?Heres a Quick Fix for the users of any editor. The problem is, you might need another editor. I found this technique off of Hitokiri Battousai.

<b>Valve Hammer / Worldcraft</b>

Just compile? Leak problems? Save your files as <filename>.map instead of <filename>.rmf - Then use quark. Go to SEARCH then HOLES IN MAP. These will locate the leaks one by one, you can have both VHE/WC and Quark open at the same time. Just use the .rmf in VHE/WC and the .map in Quark.

<b>Quark</b>

Go to SEARCH then HOLES IN MAP. These will locate the leaks one by one.

<b>QERadiant</b>
Open your .map file up in Quark. Go to SEARCH then HOLES IN MAP. These will locate the leaks one by one. Not many people use QERadiant, but if people have problems using QERadiant in parallel with Quark. I can offer help and advice.

(I also posted this on the SnarkPit Forums - - - - <a href='http://www.snarkpit.com/tutorials.php?tut=128&usertut=1)' target='_blank'>http://www.snarkpit.com/tutorials.php?tut=...=128&usertut=1)</a>

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Its a bit faster and a bit buggy.
    Loading the .map file into quark needs a long time on my big map.
    And it shows me the entity of the leak, sometimes even without a leak.

    quark is fine to see on what places it makes the 240 surface splittings.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    It saves all those precious minutes either way, easier than searching around for that 1x1 or 16x16 leak hole.
  • lyndaklyndak God Join Date: 2002-11-13 Member: 8419Members, Constellation
    solution? dont create leaks! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    i only get 1 or 2 in my maps... just clone a brush next to it and size it to fit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    The hardest ones to find are the ones resulting from vertex manipulation... in a map I was using to test some ideas I had a leak which was only about 1/8th of a unit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    lol, thx for giving me credit =D
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Just to say i'm using quark too, but the "found hole" option is completely buggy. They know it as there is a (buggy) comment near the search --> Holes in map menu.

    When i have a leak and dunno where it is, here's what i'm doing: I create a BIG cube and put it on a part of the map, let's say on 1/4 of the map. Then i try to compile. If theres still a leak i move the big block to another 1/4 of the map, and so on.

    When i found the area where the leak is, i shrink the cube more and more to do a more precise search, and usually find the leak that way.

    I know its weird, but well it worked for me many times.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Another good way to find leaks in worldcraft is the Camera window with filled polygons set. Then you can fly ín your map and spot black holes in areas where you last edited and that got leaked. Pink objects are the entities and if you have accidently converted a wall to func_wall example you can easily notice it and delete it or turn it to solid again. Hope this helps someone! I use it every time I have leak and usually it works the best.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    personally i do all my leak finding in WC/VHE.

    First I select all my entities and then do a fly around the outside of my map looking for any entities outside the map.

    After that I unselect everything and do another more detailed flyby, this time looking for holes.

    this method works for me 99% of the time, but this could just be because most of my leaks are as a result of forgeting to seal off a hallway or something (as a result, the holes that cause the leaks are on average 128x128 or bigger <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ), they are rarely caused by sloppy brushwork.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Be very careful with the 'to world' function. There is no vis block on a to worlded item that was once a func wall. You have to replace it entirely.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Rename the PTS file so that it has the same name (before the extension) as an earlier version of your BSP which has no leak. Run the earlier BSP with the new pointfile and look for the leak. This way you can run the map at full speed with no memory errors, and still use the pointfile to find where your leak is coming from. This only works if you compile regularly and save different versions with different filenames (map1.rmf, map2, rmf, etc.)
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Actaully the simplest way is just to compile often, that's it. So say you get a new leak this time, but not 5 min ago, well just use this. Although some mappers will use different approaches. For some this might not work since they don't put down all containing brushes first (no, not a square hollowed out noob map), but it can spot other problems too.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    I like that method Yam. I just wish I knew it about a month ago <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <!--QuoteBegin--chubbysteve+Feb 15 2003, 08:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chubbysteve @ Feb 15 2003, 08:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be very careful with the 'to world' function. There is no vis block on a to worlded item that was once a func wall. You have to replace it entirely. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    really? i did not know that.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--QuoteBegin--chubbysteve+Feb 15 2003, 08:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chubbysteve @ Feb 15 2003, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be very careful with the 'to world' function. There is no vis block on a to worlded item that was once a func wall. You have to replace it entirely. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I never have leaks and never spend time searching where my leaks are cuz i map area by area and do a quick compile of my map at every change i do and making a backup everytime.

    For instance, I start my map with the marine spawn, compile, test, move on to the next area, compile, move on. If i ever get a leak, i automatically know it is in what area because i have not touched any other.

    This may seem tedious work and a lot of compile time, but it's not really. When i get at about 50% of the map done, i start the other 50% on a new .rmf but with 2-3 hallways of the other half to make sure it all lines up.
    Booya! Faster compile times!

    I do roughly 50 or 60 compiles per HL map i make, but it's quick, since 75% of my compiles are -onlyents and the rest are -full, so i don't waste time to recompile a whole part to change 1 little thing.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i agree with the man

    however point files can still save you
    the only problem is i have tendency to crashing my system running a leaking hl map:)
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