Annoying Leaks?
Revenant
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>
<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
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.
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-->
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.
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.
really? i did not know that.
No.
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.
however point files can still save you
the only problem is i have tendency to crashing my system running a leaking hl map:)