I Had An Idea
Coblet
Join Date: 2004-01-31 Member: 25803Members
<div class="IPBDescription">for a leak finding/killing machine.</div> Right then, lets structure this correctly:
The aim of this topic is to discuss whether or not this would be possible.
My aim therefore is to:
a) Clarify what I think this would entail
b) Ask if it's actually possible
c) Complain when it isn't and cause ALL WALLS EXPLODED
So compilers can check the location of leaks through grid references etc, and by seeing what entities are in the sightline of the leak. Therefore surely it would be possible to specify the (two) exact brush(es) that is/are nearest to the leak/leaks and therefore give a brush number feedback to the user.
However, it doesn't end there. If the compilers could calculate grid distances (just one unit grids ala TEH HAMMRE) then surely the compiler would be able to calculate the size of the leak, determine which brush is nearer and then (you guessed it) translate the brush so that the leak is saved.
Of course this would probably create wierd results when coupled with entity leaks (such as func_door as a barrier to TEH VOID) but perhaps it might be worth thinking of something like a brush equal to the size of the door, textured black, being placed through the door to make it plugg'd.
So then, thoughts? I'm not sure how this would go about (as I have no real knowledge of coding), but I am assuming that some of the code would be somewhat similar to normal leak finding.
The aim of this topic is to discuss whether or not this would be possible.
My aim therefore is to:
a) Clarify what I think this would entail
b) Ask if it's actually possible
c) Complain when it isn't and cause ALL WALLS EXPLODED
So compilers can check the location of leaks through grid references etc, and by seeing what entities are in the sightline of the leak. Therefore surely it would be possible to specify the (two) exact brush(es) that is/are nearest to the leak/leaks and therefore give a brush number feedback to the user.
However, it doesn't end there. If the compilers could calculate grid distances (just one unit grids ala TEH HAMMRE) then surely the compiler would be able to calculate the size of the leak, determine which brush is nearer and then (you guessed it) translate the brush so that the leak is saved.
Of course this would probably create wierd results when coupled with entity leaks (such as func_door as a barrier to TEH VOID) but perhaps it might be worth thinking of something like a brush equal to the size of the door, textured black, being placed through the door to make it plugg'd.
So then, thoughts? I'm not sure how this would go about (as I have no real knowledge of coding), but I am assuming that some of the code would be somewhat similar to normal leak finding.
Comments
-13:28:49- (Trojan) man, screw world peace, if I ever had a wish it would be to find every little 0.0000000000001 unit leak that ever pops up
-13:28:49- (Trojan) ever
we have tools that make particles easier to make and place,
we have tools that export better to map type,
we have tools that compile twice better than old ones,
we hove tools that fit several parts of maps together.
I think thats enough.
The idea isn't bad but at some point mapping will be almost automised.
Isn't it fun to find leaks? Everytime you see one you know what you can make better next time.
Your idea is not bad but <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> for me
my eyes! :-o
we have tools that make particles easier to make and place,
we have tools that export better to map type,
we have tools that compile twice better than old ones,
we hove tools that fit several parts of maps together. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Most of these aren't about automating the mapping itself... they're about making the map playable. Therefore your point about mapping becoming totally automated is unjustified.
Keep in mind that this is more than most editors give you. UnrealEd for ut2k3 and ut2k4 will just crash to desktop when you ask it to Build with bad BSP geometry. No error, no indication of what the problem is, just BOOM... desktop. Hope you saved <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
No, because I do not make invalid brushes. And even if I do, I would check the .map file with the .lin instead, and then it would be just like a normal 1 unit leak.
Oh wait, why hasnt randmap replaced the mapper outright? Oh thats it, a mapper is a thousand times better then that hunk of crap.
I'm for this idea personally. I've been stuck trying to find leaks before, and at one point I had been hunting a leak for four frigging months.
DEATH TO LEAKS! DEATH TO LEAKS! DEATH TO LEAKS!