leak! Created 19 years ago2005-10-10 01:58:48 UTC by Ansith Ansith

Created 19 years ago2005-10-10 01:58:48 UTC by Ansith Ansith

Posted 19 years ago2005-10-10 01:58:48 UTC Post #140588
i have a leak in my map that im making for my mini mod could someone find the leaks and patch em up for me so i can continue with my mini mod

http://www.twhl.co.za/mapvault_map.php?id=3451

thankyou :)
Posted 19 years ago2005-10-10 02:55:02 UTC Post #140598
no.
in VHE (might only be 3.5 beta)
use the load pointfile to find the leak.
it should be <map name>.pts
Posted 19 years ago2005-10-10 02:58:57 UTC Post #140599
what do i do with that?
Posted 19 years ago2005-10-10 03:09:23 UTC Post #140601
follow the line. it will lead you to the hole
Posted 19 years ago2005-10-10 03:21:21 UTC Post #140602
well this will take a wile the lines are everywhere :(
Posted 19 years ago2005-10-10 03:30:57 UTC Post #140603
then you have leaks everywhere. red is the bit where hammer thinks the world is touching the void.
could someone find the leaks and patch em up for me
oh what a surprise. ansith asking other people to do things for him again..
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-10 03:36:52 UTC Post #140604
Ive tryed to fix it all day! :furious:
Posted 19 years ago2005-10-10 03:54:45 UTC Post #140607
Using the pointfile to find leaks isn't that hard, but if you got leaks all over your map, it could get confusing.

When you order Hammer to open the leak file, Hammer askes you if you want to open mapname.pts. Select no, and browse to mapname.lin. This'll give you a better result. The leaks is near the red part of the line.
Posted 19 years ago2005-10-10 04:16:02 UTC Post #140611
I have a suggestion that I often do.

Make a big hollo cube outside your real map, so, you're work is inside a big cube.
Give the inside of that big box texture: "blue"
Then, when you're in game, you can easely see the leaks, because they are colored blue.
You can also remove all of the lights in your map an put then outside (inside the blue cube)
when you see a light, you know that there is a leak somewhere around
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 04:18:39 UTC Post #140613
thats a good idea thanks :D
Posted 19 years ago2005-10-10 04:20:43 UTC Post #140615
oh, btw, you need to put lights inside the cube, else, you can't see the blue stuff.. :P
So, 2 slovers in 1. :)

Hint: and, before you compile, type -dev -console in "additional game parameters"
so you can hit the console key and type noclip ingame, so you can fly around and find the leaks.
(if you didn't know)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 04:27:03 UTC Post #140616
Another trick (that often compiles much faster ;)) is to put a brush over half your map and then compile. If you still have a leak, it must be somewhere in the uncovered area. Place another brush that covers half of this area, and compile again. Continue untill you've found the leak.

But I might add that preventing leaks is the best way to go. Set Snap to Grid on and work with a rough grid-size for your basic architecture. That gives a tidy and clean 2D look and it's much easier to spot a leak now without even looking at any .lin or .pts file.
Posted 19 years ago2005-10-10 04:28:38 UTC Post #140617
that could take hours though.. ^^ ;)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 04:31:05 UTC Post #140618
Yes, it could. That's why prevention is the best way to go... ;)

I usually spot leaks within a few minutes by looking through a map in Hammer. I don't know, I think it's just some sort of experience to spot them as well.
Posted 19 years ago2005-10-10 04:33:44 UTC Post #140619
Ah, you mean like that.
Well, it works unless you have an omega architecture, of course.

But I've never tried that pts tecunique ether.
I'll have a look at that, thanks. :)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 04:34:21 UTC Post #140620
i can sometimes spot my leaks but this one is just plain hard to find :(
Posted 19 years ago2005-10-10 04:47:45 UTC Post #140621
Maby it's just about 1 unit or something.
Then I suggest what Captain P said.
put a brush over half your map and then compile. If you still have a leak, it must be somewhere in the uncovered area. Place another brush that covers half of this area, and compile again. Continue untill you've found the leak.
Then, at least you have a clue about where it is
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 04:50:58 UTC Post #140622
yea i have like 2 leaks though
Posted 19 years ago2005-10-10 04:52:56 UTC Post #140623
Ok, i downloaded your map and, I figgured something out wich is worth a try.
You use the trigger texture outside your "room blocks"
That might cause madness in how the HL engine "reacts"
Try give them an other texture
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 05:02:52 UTC Post #140624
Check that IG is off and that entities dont border the void too.

Best to do it yourself, never mind how long it takes, then to have someone else do it for you imo.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-10-10 05:04:00 UTC Post #140625
I've checken through the whole map, there is no leak? O.o
this is really weird..
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 05:06:25 UTC Post #140627
edit: what no leak wow thats crazy
Posted 19 years ago2005-10-10 05:11:48 UTC Post #140630
Maby the map is to big?
Look at max texture memory!
They're equal with ech other.. :S
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 05:14:39 UTC Post #140631
The map is not at all too big.

I've taken a quick look, and there are several places where I spotted 1-unit gaps but those didn't seem to leak. I recommend working with Snap to Grid and a gridsize of 32 for this map, it prevents those nasty little 1-unit spaces.
Anyway, the real leak was easy to spot though...

Hide all your entities, and take a look for yourself. You'll see the problem in no time. Entities don't count for vis, remember? ;)
Posted 19 years ago2005-10-10 05:15:18 UTC Post #140632
I made a hollow cube around the map and now I can't even compile anymore, Hammer jams.. :S
Sorry, I can't help you any more.
I've done all I know. :(
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 05:22:04 UTC Post #140633
yea i cant put a cube around mine eather it says no vertual memory left or somthing
Posted 19 years ago2005-10-10 05:22:09 UTC Post #140634
Heh, this map has the kind of leak a hollowed cube won't solve quickly, unless you put real strong lights there to notice the cause. ;)

madcow, select all entities and hide them. You'll see the leak soon enough.
Posted 19 years ago2005-10-10 05:23:13 UTC Post #140635
where is it?
Posted 19 years ago2005-10-10 05:25:37 UTC Post #140636
Just do as I said, Ansith, and you'll find it. You'll learn more from it than if I would just tell you immediatly, I think.
Posted 19 years ago2005-10-10 05:28:44 UTC Post #140637
oh ok so you mean every entity? buttons speakers and all?
Posted 19 years ago2005-10-10 05:30:59 UTC Post #140638
Yes, the map is full of 1 unit gaps everywhere, I can't help ypu with that I'm afraid :(
For future maps, remeber to
-Work with a big grid size at first
-COMPILE OFTEN so you can solve errors one by one.

As a mapping tip, I think you'd want to add some variation to the ceiling height. Every part of the maps is the same... :confused:
Posted 19 years ago2005-10-10 05:36:51 UTC Post #140641
oh ok so you mean every entity? buttons speakers and all?
Every single entity. To do this easily, go to the Entity Report in the Hammer menu, select all entities in that list, hit the Mark button and then press the Hide selection button. All your entities are now made invisible (you can turn them visible again with the vis groups control panel in Hammer, usually at the right of your screen).
Posted 19 years ago2005-10-10 05:38:45 UTC Post #140643
i found i big hole when i hid them all it was the wall with the door on it

would that be it?
Posted 19 years ago2005-10-10 05:49:46 UTC Post #140645
Yes, that's a leak. Fix it by making that func_wall world brushes again.
Posted 19 years ago2005-10-10 05:52:00 UTC Post #140646
sorry but i don't know how to do that :(
Posted 19 years ago2005-10-10 05:53:43 UTC Post #140647
Search for the Ty to World button in your Hammer interface.
Posted 19 years ago2005-10-10 05:55:09 UTC Post #140648
i just found it after i posted :P
Posted 19 years ago2005-10-10 05:56:43 UTC Post #140649
entitys doesn't count as VIS in HL1?
Oh.. lol That might explain my latest maps. :P
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 06:01:08 UTC Post #140650
thanks for all the help everyone :biggrin: i owe you all
Posted 19 years ago2005-10-10 06:22:30 UTC Post #140651
entitys doesn't count as VIS in HL1?
Brush based entities (func_wall, func_door, (func_rotating etc) don't block vis leafs. If you have a lot of detailed architecture, func_wall them, making compile times a lot faster, but don't overdo it.
Posted 19 years ago2005-10-10 07:41:22 UTC Post #140654
That's what I meant, I mean, you can't fill out a hole in the ground with a scientist. :P

Well, thanks, I can now fix my old maps I think, maby even release them here. :)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 11:00:58 UTC Post #140682
why you think a scientist could block vis?
Posted 19 years ago2005-10-10 11:04:05 UTC Post #140684
Killer: That was the joke part :P
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-10 17:27:25 UTC Post #140785
Ansith, next time look where you pace everything, then you won?t end up with leaks, if you make sure that you haven?t made any holes after every room you won?t have any leaks. be more careful, sounds like you rush the mapping
Posted 19 years ago2005-10-11 02:22:22 UTC Post #140811
nah i dident see that i tured the wall into a func_wall so i wont make that mistake again
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