hi guys Created 17 years ago2006-12-30 12:21:26 UTC by andyp99 andyp99

Created 17 years ago2006-12-30 12:21:26 UTC by andyp99 andyp99

Posted 17 years ago2006-12-30 12:21:26 UTC Post #207922
hey there im new, thought i would say hi and stuff, loving the hammer tutorials, id have given up mapping after a day if it wasnt for this site.

i was told to mention my problem map on the forum? so i uploaded a leaky map im working on. can't find it but i guess i will get better at finding them... if anyone wants to narrow it down to say 1/16, 1/32 of the map that wud be great. i have a rough idea where it is but i swear everywhere is sealed and i cant find it when i run the fullbright map (which i usually have in the past).

finally are there any really good custom CS maps here that I should download?

cheers, andy.
Posted 17 years ago2006-12-30 13:27:49 UTC Post #207931
Yeah I would have given up mapping too...The site really helped.

Back to the point you can search for leaks using the Load Pointfile option in the menu at the top. It'll make a red line that you must follow. It'll either flow through a small hole or it might fly right through something so make sure that 'something' isn't tied to an entity like func_door or func_wall etc...

Good CS maps...I don't really know.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-12-30 13:44:29 UTC Post #207933
Load pointfile?

I need to make a .pts file and the help file doesn't tell me how to do this.. :
Posted 17 years ago2006-12-30 18:25:11 UTC Post #207968
check the vault, i fixed it, and gave an explination
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-12-31 12:34:48 UTC Post #208059
Ok thanks very much - I think in future im gonna make piece by piece, from the outside in, compiling often, so I dont have to go through this whole leak business.
Posted 17 years ago2007-01-01 18:01:45 UTC Post #208156
Good idea. ;)

A few tips that can help you prevent leaks:

1. Create the rough architecture of a map with Snap to Grid set to on (it's in one of the menu's) and a rough grid size (something like 64 or 32, you can change this with the [ and ] keys). This makes sure all brushes align well with each other, so there's no tiny small leaks sneaking up.

2. Be carefull with carving, clipping and vertex manipulation. They're usefull, but a bit risky since you may end up with tiny fragmented brushes or malformed faces that get corrected during the compile, causing a leak you'll never find in Hammer.

3. Make sure entities are within the playable area. An entity outside it causes a leak. Note than in leak reports, you'll often see an entity noticed. This is the entity that's most close to the leak, so it's not the cause of the trouble in most cases.

Oh, and, for test compiles, you may want to run only csg and bsp if all you need to do is checking for leaks.
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