Leaks Leaks Leaks!

non_operationalnon_operational Join Date: 2004-04-02 Member: 27668Members
<div class="IPBDescription">and me without an umbrella</div> Ok, so my first map is coming along ok I guess. But I can't compile it unless I use the giant box leek cheeting system. Ive used pointfiles but I dont really think theyre helping me much, I follow them to the end to find that theyre in the middle of a room or something. Anyway, this has really got me down, Ive found a lot of methods to not get leaks now that I didnt know about when I first started - long story short I was wondering if anyone would be willing to take a look at my .map and help me find them? maybe gimme some advice as to not getting them - If you have the time I would REALLY appreciate the help. Its really got me down.

PS - dont make fun of my noober mapping skills, Its only my 1st map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

<a href='http://www.geocities.com/oxywashere/cotry.html' target='_blank'>Grab it on this page if you can help </a>

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2004
    Well m8 I gave up after leak 3, since due to bad level design I'm afraid it has lots more leaks <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Allright let me give you a few tips since you have talent (which shows from the screenshot you posted), but you're also making some very bad mapping mistakes which are going to cause you lot's more problems later on even if you manage to fix the leaks...<ul><li> Most of your brushes seem to overlap other brushes, never do that it is much better to build a wall ceiling and floor like they would be in real life.</li><li> A brush based entity must never be in direct contact with the outside of the map since the compiler won't know what is inside the map and not. (creating leaks)</li><li> I've also noticed that you have some pipes (10 sides or more) touching walls. This will decrease the performance of the map dramaticly. Leave an one unit/grid gap between the wall and this pipe. it is also better to use less sides on the pipes (sure they look more round using more, but drain a lot of power to render).</li><li>Use the texture NULL for sides of a brush that arent seen. This will cause them not to be rendered and reducing the power you need to run the map (r_speeds)</li></ul><b>Leaks I fixed:</b>
    The big room with the catwalk (the floor was a func_wall I moved it back to world using "move to world")

    The room from which you posted a screenshot. There was a grate (near ceiling) touching the void and also a crack in the floor (arround the corner at the back of the red hallway)
    <img src='http://www.unknownworlds.com/forums/uploads//post-4-1081581844.jpg' border='0' alt='user posted image' />

    <b>Note:</b>
    I would rebuild everything if I where you since it's much faster to start a new map using the same style then trying to fix the map file you have now. Just copy+paste some parts in a new map file and fix them seperately <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Happy mapping

    [edit]
    typos (maybe more, but I think I got most of them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • non_operationalnon_operational Join Date: 2004-04-02 Member: 27668Members
    Thanks for the effort, I truly do appreciate it. I think I will go ahead and start over. I'd like to make marine start a bit smaller anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Thanks for the tips, I was wondering whether it was safer or not to overlap brushes. Also, I had no idea at all about the brush based entities being outside the map, but now that I think about it, it all makes sense.
  • non_operationalnon_operational Join Date: 2004-04-02 Member: 27668Members
    PSS, could you point me in on how you found the leaks? While trying to avoid them Im sure I'm bound to make some mistakes. Thanks!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2004
    <b>Taken from your other thread:</b>

    If I get a leak it's always in a new section I built, so I know the general area where the leak should be.
    After loading the point file the compiler creates I go and fly arround in 3dview <b>inside the level</b> searching for the line. I always find it that way since it usually turns up inside the level where it shouldn't be, the leak is alway a place trough which the line enters...

    Antoher tip to finding leaks much faster is to compile alot. If you have compiled something and there are no leaks you can rule out this area of having a leak in future compiles. (or at least thats my system and it works pretty fast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Also check DarkATi's topic here, it has some great pointers for finding leaks. One thing that KFDM suggested to me, was to use flat shaded 3D view, making it easier to spot them inside the map (well, when they are cracks).
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