Leakfinding

Lt_GravityLt_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!

Comments

  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    ..... *sniff* ..... that's so beautiful
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    Um, i'm just a passing n00b, but how exactly do you select the whole map? Dragging a box over the whole map won't do it (or am I doing something wrong?).
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    umm, edit-> select all.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    edited September 2003
    Or you can also drag a box with your mouse in top view window (or in another) and then you press ENTER so then what you catched there is selected.

    Nice tip, Lt. Gravity. Thx.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2003
    I just changed the black background to bright pink, a color you rarely see on any texture. -> leak
    and its not red or blue to follow the line.
    and its not yellow, you can find small entities outside.

    owned by bright pink.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--Ollj+Sep 28 2003, 12:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 28 2003, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just changed the black background to bright pink, a color you rarely see on any texture. -> leak
    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-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Yes, the only way that following a .pts/.lin file would take you that long is if you were following it in the 2d view... Go for VHE 3.5's 3d pointfile viewing.

    Also, wasn't there a leak-finder in QuArK?
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Err how exactly DO you change the 3d view bg color in hammer?
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Best method: Use a huge block and then keep reducing the size until you narrow down the area with the problem. Then use that trick to find the leak in your very narrowed down area.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--QuoteBegin--NetBent+Sep 27 2003, 10:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Sep 27 2003, 10:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Err how exactly DO you change the 3d view bg color in hammer? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    TOOLS - options - 3dview - pick background color.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Maybe I have an older version..? I don't have that option.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin--Lazer+Sep 27 2003, 10:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 27 2003, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Best method: Use a huge block and then keep reducing the size until you narrow down the area with the problem. Then use that trick to find the leak in your very narrowed down area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.)
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--QuoteBegin--Lt.Gravity+Sep 28 2003, 01:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Sep 28 2003, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Sep 27 2003, 10:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 27 2003, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Best method: Use a huge block and then keep reducing the size until you narrow down the area with the problem. Then use that trick to find the leak in your very narrowed down area. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    ... but this gets really complicated when you just placed a whole bunch of details AND changed the shape of a room. or are your rooms are all a simple cube ^^ maybe its just me... but when creating "complex" walls via vertex manipulation... leaks for shure *sad smile*

    and me has got version 3.3, not 3.4... maybe some day... na lets try the hl2 editor next XD
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    You need to get 3.5 and try following the 3d pointfile before declaring your method as the best.

    Besides, it's like a 300 kb download.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    How does one go about this 'loading pointfile'. of course i've heard of people doing it, but i've never actually seen anyone load a pointfile in Hammer before.

    Btw, Grav, HL2 ed will be Hammer v4.0 ^_^ and holy crap.. it looks beautiful *fanticizes about VHE 4.0 and .vmf*
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    its nice to see people trying new things, but hte problem with my leaks are they are usualy tiny 1 unit holes in the corner of somethinig, not EVER anything you can easily find with ANY method.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    I had a leak through an angled cut with a hole of volume somewhere around .1 cubic units (thanks to VHE's .map exporter), and the .lin file led me right to it.

    (In case you can't tell, the VHE pointfile method is my favorite.)
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    edited September 2003
    BP's leak finding method 101:

    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-->
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