Leaks without Fullbright? Created 17 years ago2007-04-22 20:45:02 UTC by satchmo satchmo

Created 17 years ago2007-04-22 20:45:02 UTC by satchmo satchmo

Posted 17 years ago2007-04-22 20:45:02 UTC Post #219828
I just realized that it's possible to compile a map with leaks without having it come out fullbright.

I used to believe that's impossible, but it's true.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-04-22 21:34:12 UTC Post #219834
Yeah, in Source, as long as you have some light entity, the map won't be fullbright, leak or not.
Posted 17 years ago2007-04-22 22:32:36 UTC Post #219838
I think that's a bad idea.

It doesn't alert the mapper of the presence of a leak.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-04-22 22:35:31 UTC Post #219841
A real mapper would read through the compile log to check. ;P
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-04-23 00:27:48 UTC Post #219846
I don't read through the compile log every time I compile.

I compile several times a day when I map. That'd take forever.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-04-23 00:29:50 UTC Post #219847
Source compile logs are substantially longer than GoldSrc logs, aren't they? Whenever, I need to read a compile log, I can usually just scan over it and immediately find the error.
Posted 17 years ago2007-04-23 00:51:44 UTC Post #219850
you just need to look for error messages in the log, they are pretty obvious. the logs aren't long at all.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-04-23 00:53:57 UTC Post #219852
Whenever, I need to read a compile log, I can usually just scan over it and immediately find the error.
Yeah, that's all you need to do really.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-04-23 07:13:56 UTC Post #219867
I do glance at the screen during the compile process.

If I see that it skips through light bounce calculation, I know something's wrong.

If the compile time and the BSP are reasonable, plus there's no error message at the end of the log, I assume all is well. :quizzical:
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-04-23 15:17:10 UTC Post #219894
Just noclip out of the map. In GoldSrc, you will always see the void as HOM, but in Source, HOM will only be present if there is a leak. You can also enter "mat_wireframe 1" into the console and see if VIS is blocking anything.

If you have a leak, VIS will not run, which is a pretty good tip off in the compile log, too :D
Posted 17 years ago2007-04-23 15:18:57 UTC Post #219895
wow, you just noticed this?

If you have a leak, water will not render, cubemaps will go funny and you will have considerably worse r_speeds.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-23 23:32:10 UTC Post #219931
Well, Kasperg was right.

There was a leak in dm_detritus.

I have fixed it already.

The water did render, but in a strange way.

I did not build cubemaps for this map, because it doesn't enhance the aesthetics that much for this map. The only thing it'll do is jack up the rendering burden.

The framerate was surprisingly unaffected by the leak. But the lighting (with light bounce) looks a great deal better with a properly compiled version. :)
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
You must be logged in to post a response.