It's right around there, give or take a few units. You need to use the vertex manipulation tool on the two brushes that meet at a 45 degree angle. They're not flush.
Also, take a look at my "Common Errors Index" in the newbie mapping forum. It covers multiple ways of finding leaks. (Still waiting for an admin to sticky it...)
Error fixed, I strongly recommend you remove the URL or delete the file in order to stop people copying your map and stealing the source! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Yeah, because someone would straight jack someones first attempt at a map and release it with like, UBER TEXTURE JOBbbbage w00p2win. I didn't think so. GJ PAQUE, even though I dont think it was the right move to post (the problem is easiliy solved after researching how) the fact that you linked your map without hesitation is cool. More sharing is only better - Imagine if half of the maps on nsworld or this forum all had links in their screenshot threads - people could learn something and see the mistakes or fundamental positives relating to the way an area was structured. Instead they will die the horrible death of an aborted digital fetus - forever lost in some pathetically conceptualized pseudo-artistic screenshot post in the bowels of forums.
Yeah, now it's time to learn how to do this on your own.
There are three main ways of doing it: pointfile, bright light, and box.
I'll explain how to use the box method. I find it the most usefull, and it's what I used to find your leak. Make a box (no need to hollow it) that covers about half of your map. Compile. If the leak's gone, shrink the box in half again. If not, move the box to the other half of the map. Keep doing this until the box is small enough to find the leak.
I'm not totally clear on the other two methods, but one involves placing an extremely bright light outside your map, and finding where it shines in. The other method involves using the pts file. The problem with this is that it involves -dev, which you can't do with steam.
Comments
I'll get back to you.
~ DarkATi
~ DarkATi
It's right around there, give or take a few units. You need to use the vertex manipulation tool on the two brushes that meet at a 45 degree angle. They're not flush.
Also, take a look at my "Common Errors Index" in the newbie mapping forum. It covers multiple ways of finding leaks. (Still waiting for an admin to sticky it...)
~ DarkATi
No problem, nice map BTW. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
~ DarkATi
There are three main ways of doing it: pointfile, bright light, and box.
I'll explain how to use the box method. I find it the most usefull, and it's what I used to find your leak. Make a box (no need to hollow it) that covers about half of your map. Compile. If the leak's gone, shrink the box in half again. If not, move the box to the other half of the map. Keep doing this until the box is small enough to find the leak.
I'm not totally clear on the other two methods, but one involves placing an extremely bright light outside your map, and finding where it shines in. The other method involves using the pts file. The problem with this is that it involves -dev, which you can't do with steam.