Leak problem... Created 14 years ago2010-10-26 14:53:03 UTC by Stojke Stojke

Created 14 years ago2010-10-26 14:53:03 UTC by Stojke Stojke

Posted 14 years ago2010-10-26 14:53:03 UTC Post #286631
I am sorry for asking a lot of questions, but i have stumbled upon a leak i have no idea how to find... If any one can help here is the RMF, or point me to a site with explanations on how to find leaks other ways than using point file.

http://localhostr.com/files/52675b/4test.rar
Stojke StojkeUnreal
Posted 14 years ago2010-10-26 15:43:02 UTC Post #286634
instead of using the .pts file

look for one with the .lin extension, it's a bit more straightforward
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-10-26 15:57:34 UTC Post #286637
Tried that too, no luck...
Stojke StojkeUnreal
Posted 14 years ago2010-10-26 16:06:01 UTC Post #286639
you sure?

upload the .lin file
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-10-26 16:21:11 UTC Post #286640
You need to follow the line from blue to red. It's the red end of the line wich leads you to the leak. It may not bring you exactly to the hole that causes the leak, it end at the nearest entity (which is mentioned in the compile log). Look closely.

Also note that brush entites don't seal your level, even if they completely block access to the void (the empty space outside your level).
Posted 14 years ago2010-10-26 17:15:20 UTC Post #286641
Do the box method, works like a charm for me!

1. First make a box the size of half your level
2. Try compiling it
3. If it compiles then the leak is somewhere within the box, if not then the leak is on the 'non-covered box side'
4. Cut the box in half,
5. Recompile
Keep scaling the box down by halfs until you find it.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2010-10-26 17:25:50 UTC Post #286642
@ joe & atom

http://localhostr.com/files/1652e1/test.7z

pts, lin, compile log

yeah i tried following it, and it lead me to a part that didnt create a leak wen i compiled before i added more stuff...
Ill try again tomorrow. Also atom can you explain the "brush entites don't seal your level, even if they completely block access to the void" a bit more? Thanks.

@ Unbreak

Yeah i was gonna try that too, will do it tomorrow, thanks for the tip! :D

Well off to sleep, gonna try stuff tomorrow...
Stojke StojkeUnreal
Posted 14 years ago2010-10-26 17:32:04 UTC Post #286643
can you explain the "brush entites don't seal your level, even if they completely block access to the void" a bit more?
He means that, for example, a sealed hollow box of plain brushes would not cause a leak, but if the box was, say, a func_wall, it would cause a leak.

Entities can't touch the void, simple as that.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-10-26 17:33:29 UTC Post #286644
qft
Entities can't touch the void, simple as that.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-10-27 02:53:12 UTC Post #286652
@ Darkie

Oh that, yeah i know that, first thing i learned after told to use null texture xD

Also thanks Unbrakable! It worked! It was those blasted trains >_<
I fixed their origin and some other stuff, and it compiled like a charm. But i am puzzled, why did the lin and pts file show the other part of the map when there was no leak at all on that part O_o
Neither was the leak on the other part...
Stojke StojkeUnreal
Posted 14 years ago2010-10-27 14:35:39 UTC Post #286655
i personally use the console command 'pointfile' in-game. Following that mess in worldcraft is a waste of tyme.
Posted 14 years ago2010-10-28 01:46:07 UTC Post #286657
I'll give it a shot. Not to toot my own horn but I make some nasty leaks from time to time.

Results: It compiled just fine for me...
User posted image
what the fuck batman?
Rimrook RimrookSince 2003
Posted 14 years ago2010-10-28 02:22:40 UTC Post #286658
Oh shi! Wrong RMF! sorry! :S

Here is the fixed RMF of the part im working on:

http://localhostr.com/files/3b418f/4testv.7z

The map is out of 5 parts... That what i uploaded is aincent! XD
If any one would like to see the whole RMF i will happily share.

The problem with my map was that i made origin texture out of 4 parts, the elivators in the right part, and it bugged. Good thing i noticed, lol, i started to dissect the entire map O_o
Stojke StojkeUnreal
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