Leek

amckernamckern 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

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    try point file with noclip on or use command view.

    check to make sure it is not being distorted when you export to .map

    hope that helps

    lemme know if it dont
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    is any part of your level outside the HAMMER grid?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    check the entity report for brush entities playing solid walls of the hull.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    I am not a n00b, and my .map version is right (in fact has less errors then the .rmf, wired eh?)

    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
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I've had a problem with leaks when building too close to the edge of the grid, but as I recall the limit was only something like 32 units. Try moving your map away from the edges if possible. Or, if you don't use pointfile or whatever, try covering large sections of the map with large blocks until you narrow it down to a specific section. Then, look around to see if you can't find the leak--zoom in on the grid and find places where the lines don't meet, especially where you've used vertex manip. It's gotta be there somewhere. And never rule out the possibility of really stupid things like accidentally making something a func_wall, or accidentally placing a point entity outside your map.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Checked for alt+p invalid solid brushes?
    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.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The ns hulls have nothing to do with leaks, they only cover the three sizes of player for purposes of collision detection.

    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.
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    You may have possibly moved or copied an entity to a location you can't see (outside the x/y axis). This isn't a rookie mistake, but actually happens more to experienced mappers who get a little careless.

    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
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    You fool he has a leek cause he lodged a carrot in the ceiling.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Just do a leak only build of your map and do the big box method. You'll find it eventually (unless of course you have more than 1).
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    I have had really weird leaks, when the pointfile when through what appeared to be a clean join between brushes (I carefully checked the .map file loaded in VHE, zoomed right in). The strangest thingwas that the outer shell of the map, touching the void, had not been rendered as it usually is when u have a leak. This leak proved impossible to fix until I simply buried a brush inside the join to block it up. Not usually the best way to fix things, but it worked.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited March 2003
    -check complex brushes; ALL COMPLEX BRUSHES and box them in.

    -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-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i have found a solution well not really but hey

    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
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i have gropured brushes (taking then from cmt - open source at counter map)

    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)
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