Leek
amckern
Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">but no hole...</div> how big is the ns hull?
why i ask is that i have left a 128 unit spaceing around the level (i normaly only leave 64) from the out side of the wc grid
i compil the map, and get a leek, but i pointfile up, and can not find the leek at all
i use the big box metford, and narrow the leek down to one part of the map.
i patch the leek up with a sky box as a temp fix to try and find the leeks pin point, but there is still no hole
please, if i can't find the leek - ns_edan will be scarped, and its one of my finer maps
amckern
why i ask is that i have left a 128 unit spaceing around the level (i normaly only leave 64) from the out side of the wc grid
i compil the map, and get a leek, but i pointfile up, and can not find the leek at all
i use the big box metford, and narrow the leek down to one part of the map.
i patch the leek up with a sky box as a temp fix to try and find the leeks pin point, but there is still no hole
please, if i can't find the leek - ns_edan will be scarped, and its one of my finer maps
amckern
Comments
check to make sure it is not being distorted when you export to .map
hope that helps
lemme know if it dont
so i don't know how my map is geting this leek, i might try to sky box it in, and see if i can find it
i also use, noclip, with gl_clear 1
amckern
Checked for acidentally moved groups of solids?
I once needed 2 days to find the large group i accedently moved just a few units, causing a long thin leak, hard to find.
The hole can be a floating point rounding error between two touching brushes. If the brushes do not touch exactly on the grid, they might be rounded in such a way that they're off by less than a unit. This can cause a leak.
You said you used a pointfile, does the pointfile pass through any brushes and exit out into the void? If they do, then they're passing right through the brushes that are being rounded up during the compile process. Try to align those brushes to the grid and simplify them, or have them touch each at more than one vertex.
What happens is that you have an entity selcected, but you forget about it. You go to select a group of objects by holding the cmtl key and clicking them, but you've also got a hold of the unwanted entity also. You move your intended group to the new location, and the stow-away entity is moved also, but it goes right off the edge (of the boundery, not just your view), and now you can't zoom out far enough to see it.
When the map leaks, check the entity it refrences and the grid points for it. That might be your problem.
GSH
-use sectional "blocking". purposly put a brush where a door would be at the end of the hall or room, and this to everything. be sure there is atleast one entity in it, so then you can get a specific area note (IE: LEAK at light at 200,100,50. this could be "short complex hall way" that you blocked off with sectional blocking). Also be sure not to encase the ENTIRE room in it.
-goto the center (0,0,0) and see if there is a "X" on the exact center of the map. if there is click on it and zoom out. if it fills <b>WC</b> borders delete it. this has happened to me often, and really pisses me off when i delete stuff that isn't the problem or re-work it and still get problems. the block entirely encompases WC borders, making anything inside the box essentially "in the void"
-make a huge box outside your suspect area and put light textures on the interior. dont do this for the WHOLE level though, as it'll freeze VIS and/or RAD -edit- the light may not be seen, or be able to get through the leak. only good for bigger ones.
-delete cliped brushes that have a "odd angle" and re-work them with the lowest grid setting (1) if necessary.
hope those helped. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
basically i have a leak in my map now
if one does the big box method it will be fine until teh box occupies
about 1000 cubic feet of space any where in teh level
then it compiles fine
if the box is moved the leak still doesnt occur.
i also get teh BSP generation succesful message first folowed by teh leak error
i think it has to do with the ridiculous number of brushes in teh level but mebe im wrong
oh and the leak always occurs in the same place
its mind bending
i blame leaving my map for teh last week to go to south padre island, texas personally
i was working on 2 difrent maps, then fused the togver, with a copy, and paste, they worked good, no leeks, light right etc...
i did make a masive carve job - but the error only happned after i add some more to the out side area of my map
amckern
(if i realy need to i will have to post the rmf, and map versions, for some one to look at , and see if thet can find the leek)