LEAK! Created 18 years ago2005-08-27 11:42:26 UTC by Sajo Sajo

Created 18 years ago2005-08-27 11:42:26 UTC by Sajo Sajo

Posted 18 years ago2005-08-27 11:42:26 UTC Post #130214
I CANNOT FIND MY LEAK FOR 8 HOURS!AS U CAN IMAGINE HOW ANGRY I AM!IS THERE A PROGRAM CAN SHOW ME THE LEAK!INSTEAD OF POINTFILE WAY!
Posted 18 years ago2005-08-27 11:49:42 UTC Post #130218
Calm down, use the .lin file. now move into 3d view, and then follow the line starting at bleu and ending in red, somewhere the line should cross from void to world, there is your leak.

This always works for me, within minutes i have serval leaks traced and solved.
Posted 18 years ago2005-08-27 11:51:22 UTC Post #130219
how can I use that .lin file? :
Posted 18 years ago2005-08-27 11:52:39 UTC Post #130221
When it asks to load the default .pts file click no and search your .lin file, it should be in the directory the compiler puts your map.
Posted 18 years ago2005-08-27 11:54:34 UTC Post #130222
when does it asks to load the default .pts?

(I never used .lin before)
Posted 18 years ago2005-08-27 11:55:18 UTC Post #130223
OH WAIT I GOT IT! THX :nuts:

but there is no blue line?and it doesnt shows in 3d it only shows in 2d?

:zonked:
Posted 18 years ago2005-08-27 12:11:20 UTC Post #130226
Isnt there a little button that does that on worldcraft?
Posted 18 years ago2005-08-27 12:34:15 UTC Post #130229
that didnt helped me Mercenary ...
Posted 18 years ago2005-08-27 12:54:59 UTC Post #130231
The best wat to find leaks imo is to make a box around a part of the map, compile and see if there's still a leak. If there is, enlarge the box. If its not
you know that the leak in somewhere inside the box, make it smaller until you find it.
ChickenFist ChickenFist<Witty Title>
Posted 18 years ago2005-08-27 12:57:26 UTC Post #130232
but there is no blue line?and it doesnt shows in 3d it only shows in 2d?
Posted 18 years ago2005-08-27 13:17:23 UTC Post #130235
Its one line going from bleu to red, and it should show in 3dview if you picked the .lin file, you can load it in hammer itself in the the options i believe.
Posted 18 years ago2005-08-27 13:37:13 UTC Post #130240
i doesnt shows in 3d view? :zonked:
Posted 18 years ago2005-08-27 14:19:05 UTC Post #130252
The points will only be shown in the 3D view if you're using Hammer 3.5b.

Read the article over at RUST on leaks.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-27 15:26:58 UTC Post #130263
oh, my is 3.4 :)
Posted 18 years ago2005-08-27 16:53:50 UTC Post #130292
I always 'Load Pointfile' That helps alot, just follow the blue line until it turns real red, then your leak is there. :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-08-27 17:43:38 UTC Post #130316
blue red!thats in 3.5! :(

3.5 doesnt work in my pc ,somehow?
Posted 18 years ago2005-08-27 19:06:45 UTC Post #130336
Whats the problem you have with hammer 3.5? :tired: Try getting the newst zoner compiling tools for it needs them! I discovered it when I first got hammer 3.5 and after the compiling nothing changed and when I changed the compiling tools it worked! :o
Posted 18 years ago2005-08-28 09:39:40 UTC Post #130450
Maybe the reason for not finding leaks
Sometimes I have func_walls or other ent.s which have exactly the same properties so I make them one and the same entity to reduce entity numbers. But if the parts are far from each other it can cause a leak you cannot see beacause the parts count as one entity and the entity gets much bigger, even if the parts are in, the box's sides when you see when you select the entity can be outside the map. Hope this helps.
Posted 18 years ago2005-08-28 13:57:51 UTC Post #130509
Brushes based enitities can't cause a leak they just don't stop it! :lol: I had a brush based entities that was partly in the outside world! :)
Posted 18 years ago2005-08-28 16:10:40 UTC Post #130532
Brush entities can cause leaks, actually. It's all about their origin, or center if you want to call it that. Same goes for point-based entities: whenever their center is in the void, they cause a leak.

Combining multiple brushes into one entity has some drawbacks bytheway:
  • whenever a part of it is visible, all parts are rendered
  • it's hard for the compile tools to determine when the entity is visible, and when not. Entities that span across multiple leafs could even always get rendered... this has to do with the way the map is cut up into a bsp-tree.
Posted 18 years ago2005-08-29 08:31:52 UTC Post #130645
hey,I put a box around the map !And its now over. :tired:
Posted 18 years ago2005-08-29 08:32:57 UTC Post #130646
Null the box then! :| And the faces that face the void.
Posted 18 years ago2005-08-29 08:43:18 UTC Post #130647
I have made box smaller and rectangular to maps surface,(exp:map is triangle,so I made another triangle over it)
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