LEAK LEAK LEAK... Created 20 years ago2003-10-16 13:11:02 UTC by _JesteR_ _JesteR_

Created 20 years ago2003-10-16 13:11:02 UTC by _JesteR_ _JesteR_

Posted 20 years ago2003-10-16 13:11:02 UTC Post #2737
Yellow mapers! I got a Leak on my map (test3). I've tried everythig, even the block trick. Can someone check it out, I'll upload a .rmf on the problem section. One more thing, let me now if the textures are not the same in HL as in Hammer.
Posted 20 years ago2003-10-17 00:21:33 UTC Post #2763
You could try loading the pointfile and tracking it down that way.

This from the help file/ http://collective.valve-erc.com/index.php?go=leaks

"Make sure that mapname.pts is being copied into the valvemaps folder along with the compile map (you'll have to move it manually otherwise). The .pts file contains a set of coordinates that form a line of dots that should lead you to the leak. To load the pointfile in the game, bring down the console and type pointfile.
You will see a message similar to 1050 points read, and you should see something similar to the above picture. (You may have to run about your level to find it).

The default engine limit is 2048 points, which may not be enough to trace a line to the leak in your map. If this is the case, start Half-Life at the command prompt with "hl -particles 10000" (or some higher number) to allow the engine to display more particles, and thus trace a longer line to help you find your leak.

When you've loaded the pointfile, type "noclip" to allow you to walk through walls and "r_fullbright 1" to make the map bright so you can see everything. (If you're using Zoner's compile tools, the map will already be fullbright since the RAD process didn't run.) If there are monsters placed in the level, typing 'god' and 'notarget' at the console will make things easier as well. The 'notarget' command causes monsters not to become hostile to your presence, and 'god' makes you immune to damage of any sort. If you noclip outside the level, it might also be useful to type 'gl_clear 1' in the console. This will turn the void into a solid color, rather than the mess that it will be if you're using the glide or opengl renderer.

Once you find the line, follow it. It bounces all over the place, goes in screwy directions, both inside and outside the level. At some point, it will pass through a hole in the walls of your level. There's your leak."

Hope it helps.
Posted 20 years ago2003-10-17 02:02:49 UTC Post #2770
Whoa, thanks for gl_clear 1!!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 02:12:06 UTC Post #2776
Aah, never knew about gl_clear 1 ... thanks
also another good command is gl_wireframe 2 > for tweaking visibility
Posted 20 years ago2003-10-17 03:33:04 UTC Post #2779
Men Men sn?lla ( But but please JesteR)
You have do the hole map to func_wall????
It only a few brusher is normal. You can't have a entity out in the void or as a wall to the void, there you have the leak.
And you have a textur as coming up white that textur is not in H-L.wad so you must send it with the map in a wad.file or do the compiling with wadinclud.

:roll:
Posted 20 years ago2003-10-17 07:19:37 UTC Post #2782
Thanx Tlax, but how do I chage func_wall back to a solid?
About the textures, I changed the names of some textures because HL (or Hammer) placed the some textures att wierd places. Anyways I'll send the .wad as soon as I'm finished with test3
Posted 20 years ago2003-10-17 08:05:59 UTC Post #2784
Thats very helpful :)
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 20 years ago2003-10-17 10:27:40 UTC Post #2786
Sure it is, but I still have to know how to change func_wall to a solid.
Does anybody know?
Posted 20 years ago2003-10-17 11:02:58 UTC Post #2789
select and click "to world"
Posted 20 years ago2003-10-17 13:34:49 UTC Post #2794
Dario, I have told you twice how you change entities back to solids=)
:P

Well..read above=)
Posted 20 years ago2003-10-17 15:24:33 UTC Post #2801
Danke sch?n (Thank you very much on German) :)
Posted 20 years ago2003-10-17 16:03:55 UTC Post #2810
Posted an uptade of test3
Posted 20 years ago2003-10-17 16:57:43 UTC Post #2822
Anyone else want the LeakFinder? No myth!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 16:57:57 UTC Post #2823
i.e. check yer mail, jester an' snake :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 18:18:57 UTC Post #2826
Ehh, acording to the readme file the program is sposed to find the LEAK and place an invalid texture and brush to it. I'm sposed to get at least 1 error message from Hammer, but I'm not getting a single one, why?
Posted 20 years ago2003-10-17 18:30:20 UTC Post #2827
if its the leakmarker then, it sucks. i cannot use it, so it is crazy. period.
Posted 20 years ago2003-10-18 03:45:46 UTC Post #2851
good sound advice

and leekmark places an invalid brush entity, not texture
Posted 20 years ago2003-10-18 05:52:35 UTC Post #2857
THANX EVERYBODY!!! :)
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