Leakfinding
Lt_Gravity
Join Date: 2003-04-28 Member: 15909Members
<div class="IPBDescription">THIS is it!</div> I hope that this hadnt been said before... cause this thread would be completly useless. but I was too lazy to use the search-option.
I think now I found the ultimate leakfinding method.
lets compare (its only to show the amount of time u MIGHT have to spend):
- following the traceline that leads to/through the leak: hours!!!
* its nearly impossible to find a leak on a ns map. you will sit hour after hour in front of your screen and at the end you are frustated
- using the "bigwall-method" (without any entities exept one player-start): up to 1/2 hr depending on the mapsize and your "hunter skills" ^^
* the most reliable method. you EVER get an (any XD) result.
- new method: 1-5 minutes
select your whole map in any view. switch the 3d-view to "flatshade-mode". surf around a bit. cause ALL architecture and entities will be highlight-red, you can simply find black areas. add missing brushes. voilá!
if you know your map well, this should be the most efficient method to track any leaks down.
happy hunting!
I think now I found the ultimate leakfinding method.
lets compare (its only to show the amount of time u MIGHT have to spend):
- following the traceline that leads to/through the leak: hours!!!
* its nearly impossible to find a leak on a ns map. you will sit hour after hour in front of your screen and at the end you are frustated
- using the "bigwall-method" (without any entities exept one player-start): up to 1/2 hr depending on the mapsize and your "hunter skills" ^^
* the most reliable method. you EVER get an (any XD) result.
- new method: 1-5 minutes
select your whole map in any view. switch the 3d-view to "flatshade-mode". surf around a bit. cause ALL architecture and entities will be highlight-red, you can simply find black areas. add missing brushes. voilá!
if you know your map well, this should be the most efficient method to track any leaks down.
happy hunting!
Comments
Nice tip, Lt. Gravity. Thx.
and its not red or blue to follow the line.
and its not yellow, you can find small entities outside.
owned by bright pink.
and its not red or blue to follow the line.
and its not yellow, you can find small entities outside.
owned by bright pink. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ive never had a leak larger than 2 units, so finding one by that method would be almost impossible and considering you can follow the trace line in 3-d view, I usually find my leaks in under 5 minutes anyway. The traceline is color coded in the 3-d view and the reddest portion leads me straight to my leak (within 20-50 units) nearly every time.
Good methof though...go with what works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also, wasn't there a leak-finder in QuArK?
TOOLS - options - 3dview - pick background color.
the "bigwall method". but like I said: depending on your map size this can take some time.
I compilepart of my map quite often to check several things like playersizes, how rooms appear to the player, if lightning is bright enough an looks good, ambience sounds...
so this method of selecting part of the map works fine for me cause the leak can only be in an area I just worked at.
(since my hl keeps crashing I never used the traceline any more.)
the "bigwall method". but like I said: depending on your map size this can take some time.
I compilepart of my map quite often to check several things like playersizes, how rooms appear to the player, if lightning is bright enough an looks good, ambience sounds...
so this method of selecting part of the map works fine for me cause the leak can only be in an area I just worked at.
(since my hl keeps crashing I never used the traceline any more.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You need to get beta 3.5. You have 3.4.
Anyways, my meathod for finding leaks is to build my map carefully and look over each area that I build, using the grid and carefully noting any trouble spots to look for leaks.
Stop the problem before it starts is the best meathod.
and me has got version 3.3, not 3.4... maybe some day... na lets try the hl2 editor next XD
Besides, it's like a 300 kb download.
Btw, Grav, HL2 ed will be Hammer v4.0 ^_^ and holy crap.. it looks beautiful *fanticizes about VHE 4.0 and .vmf*
(In case you can't tell, the VHE pointfile method is my favorite.)
Create a big hollowed box arond 50% of your level.
Compile with CSG and BSP.
If the leak is gone, reduce the size of the box by 50% and repeat.
If it is now, do the other 50% of the map.
Keep doing it until you've found it. Doesn't take long since you only do CSG and VIS.
And it's even FASTER if you take out your entities before compiling.
How do you take out your entities?
Select them all via the entity report tool.
Select INVERT from the edit menu so to select all of the wall brushes.
Press Delete.
Save as "Yourmapname_entities.rmf".
Close without saving.
Do the same thing, but this time, delete the entities.
You now have 2 files, 1 with your map, 1 with your entities. When you're done finding your leaks, put them back in with copy/paste!
BUT, the reason why i NEVER have any big leaks, is that i compile my map ALL THE TIME, no matter what little changes i have made with only CSG and BSP. It only take a couple of minutes, and if i ever get a leak, i know automatically that it HAS to be in the area that i have just worked on.
Oh and yeah, only work ONE area at a time between compiles, or else it completely makes this method useless <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->