Note: How To Easily Fix A Leak

Zero3CoolZero3Cool Join Date: 2003-01-04 Member: 11834Members
Its actually not as hard as many thinks! Pointfiles is first needed if you are so lost why and you tested this easy method too:

If you know where the leak is around (the part you edited/added since last test (of course you test your map often)) then you only need to place a box in that part and not the whole map - read on and youll understand why.

First find any texture that you dont use in your map (so you can find your box again <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->).

1. Create a massive box around the half of your map (or the part of your map you mistake!). Yes you heard right! A massive box that will make your map un-playable if you dont delete it again! But dont worry you aint gonna play with it!

2. Go to the compile dialog (f9 in hammer) and change to advanced mode if you dont already use that. Uncheck the last box in actions (the ones that runs half-life with your map).

3.
If your map compiles in less than 10-15 secs (its skipping the part that takes long time - the light calculation) then your box is not covering the leak and you should make it bigger until the leak is covered again or try to find the leak in the area around the box.

If it takes ages (its calculating lights) then your box is covering the leak and you should make it smaller, go back to 2 and keep doing it until its so small that you can see the leak.


Note that this method may be a bad way if there is more than 1 leak.

(sorry for my bad english so if you dont understand it let me know and ill try to explain it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    This "world-in-a-box" is a very primitive and long way of trying to find leaks.
    As for 10-15 seconds compile time, no need to place a box around the level. If you donwload and use ZHLT tools, it will tell you, that you have a leak.

    The best way would be to just use point files.

    So I suggest you download the ZHLT tools and try with that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Zero3CoolZero3Cool Join Date: 2003-01-04 Member: 11834Members
    Umm i use that its impossible to use the original tools <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I see this method way easier than any other! The pointfiles takes ages to follow and find where it breaks through. The Compile time was actually just a tip to easily to see if there was errors or not. (assuming any error would be a leak error)
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Well, the easiest way of finding leaks is really by just using some common sense, aaand compiling your map often.

    If you encounter a leak, stop and ask yourself. Have you done some carving? Have you done some big vertex manipulations and so on. You'll find it to be really easy to find leaks in your map that way. Just practice! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Zero3CoolZero3Cool Join Date: 2003-01-04 Member: 11834Members
    I dont waste time on such things <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Shame, because you waste more time, figuring out the leaks with huge boxes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Zero3CoolZero3Cool Join Date: 2003-01-04 Member: 11834Members
    Seriously.. I dont.. It takes maybe 4-5 mins compiling each time and 4-5 mins in-game testing..
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    It takes me 5 seconds to find the last complex object and another minute to find most leaks. So there. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Zero3CoolZero3Cool Join Date: 2003-01-04 Member: 11834Members
    I was reffering to testing the map often <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--Zero3Cool+Jul 18 2003, 10:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zero3Cool @ Jul 18 2003, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seriously.. I dont.. It takes maybe 4-5 mins compiling each time and 4-5 mins in-game testing.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Let's put it this way. You spend 4-5 minutes compiling plus 4-5 minutes testing <i>each time</i>.

    I spend 5 seconds finding the object and 1 minute fixing the leak <i>each time</i>. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    But anyway, I'll stop with this silly bragging. If you don't have any questions more, I suggest we leave this thread alone.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited July 2003
    nice debate but any decent mapper should easily be able to find a leak without a pointfile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> its good for the n00ber type
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    I use that method to RPG_Jssmfulhud, its alot faster then using zoners most of the time. Finding the area the leak is in is alot better then finding the entity that is nearest to the leak... :rolleyes:
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    <!--QuoteBegin--Nay+Jul 18 2003, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nay @ Jul 18 2003, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice debate but any decent mapper should easily be able to find a leak without a pointfile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> its good for the n00ber type <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    that's right.

    but if you want to remake or resize some room in your map, there come the leaks ;(

    BUT, I use Quark, and Quark can check if you have any leaks in seconds, and mark the leak with red X. very easy!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    pointfiles are not noob only.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Zero3Cool is just doing the newbie thing. Posting about not making ceiling func_seethrough or how he fixes leaks for other newbies. Just like half the other newbies. Some made 2 other threads just like these last week.

    Anyway the best way to find leaks is Quark built-in leak finder.
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    [dis]
    quark is for nubs <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    it has a tool that makes stairs for you... lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    [/dis]
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I agree Gopederick.

    Bet you weren't expecting that.

    When I was a newbie I used Carve, and Subtract, and Hollow to make just about everything. So it's leak finder was very helpful. Now I hand-make nearly every brush and haven't needed it in awhile. Quark is much easier for newbies to learn and use then Hammer is, and once you learn it, it can do everything hammer can and more.

    P.S. Hammer will make stairs for you to, so that kinda throws your whole argument out the window anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    How to avoid or find leaks :

    - POINTFILE in console
    - Load pointfile in Hammer 3.5beta
    - Leakmarker ( <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
    - Big box + many compils
    - To map correctly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    - Not mapping with smallest grid

    Another ?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    AND Quark's Built-in leak finder.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I think the big box off method of lerk finding is a good method - only if employed with the most subborn of leaks. However i think it's best to box off all the areas where you know the leak isn't (more than one box (gasp!)). This means that you'll end up with a small area - still badly compiled, but with the freedom to search recent changes in this vastly smaller area.

    Most leaks can be found just by looking around in hammer. If they cant you gotta question whether your really doing things right in the first place.
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