Loading .lin file Created 14 years ago2009-12-10 14:43:16 UTC by quailcreek quailcreek

Created 14 years ago2009-12-10 14:43:16 UTC by quailcreek quailcreek

Posted 14 years ago2009-12-10 14:43:16 UTC Post #276516
I'm looking for a leak and I'm unsure how to load the .lin file after I've loaded the pointfile with Map>Load Poinfile. Help thanks.
Posted 14 years ago2009-12-10 15:05:04 UTC Post #276517
I figured it out but I have a problem now. The .lin file is a huge meaningless jumble of lines, as is the pointfile. When I play the map to try to find the leak, the pointfile leads from one random place inside the map to another. There are no entities at either endpoint, and the entire pointfile is in an area that has compiled sucessfully in the past. The console complains about "not enough points read", so I try to run the game with the parameter "-particles 100000". The game crashes when I try to load the pointfile. I try 50000 particles and the same happens. Any suggestions?
Posted 14 years ago2009-12-10 16:10:42 UTC Post #276518
You load the pointfile in hammer, not in the game itself. When you say the pointfile leads from random place to another, its not supposed to lead between two entities. Its supposed to direct you "through" your leaks.. so follow the red line with the .lin file loaded, and it should show you where your leaks are.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2009-12-10 16:47:26 UTC Post #276519
Yeah, I've loaded the .lin in hammer, and it's a huge jumble of lines that are so chaotic I can't follow them. The red lines don't show up in the 3d view, just the 2d views. I can't easily tell where the lines are passing through just looking at the 2d views, because that would require insane cross-refrencing. But I can say for sure that there is not a leak everywhere the lines appear to pass through a brush. If that were the case, there would be over a hundred leaks, and that's just not true. I've built this map very carefully and the red line is going nuts through large areas that have compiled successfully before. I have not changed those areas. I have only added a new hallway that could potentially have some geometry parsing problems, but I'm unable to find any by just taking a look at it.
Posted 14 years ago2009-12-10 16:49:00 UTC Post #276520
By the way, I say there could be potential geometry parsing problems because of the fairly high level of detail, not because there are any off-grid vertices that I'm aware of.
Posted 14 years ago2009-12-12 04:55:51 UTC Post #276556
I finally found the leak using the big block method, and it was just a negligent mistake on my part. The .lin file sure didn't help much.
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