Leak problem. Created 10 years ago2013-10-02 13:01:20 UTC by moronikz moronikz

Created 10 years ago2013-10-02 13:01:20 UTC by moronikz moronikz

Posted 10 years ago2013-10-02 13:01:20 UTC Post #316046
I have finally finished completing my map, but I came with this leak problem. I tried fixing them with pointfile, then with leakmarker, but no use.
So, any other ways to find leaks, because my map is pretty huge 3/5 of all available space and with cliffs too.. Someone here have more than common knowledge about finding leaks?
Posted 10 years ago2013-10-02 13:45:47 UTC Post #316048
Use the pointfile:

Load it using Hammer.

Follow the Red lines. The red lines are the hottest leak marker. Follow 'em and you will find the leak. (It could be possible that a brush show a leak (no entity))

This was a rather quick tut for GoldSource. Not sure about source.
Posted 10 years ago2013-10-02 14:32:20 UTC Post #316049
Assuming that doesn't work, a crude method is to cover half of the map with a giant brush, then compile. If it compiles without leaks, then the leak is in the area that was covered, and if it doesn't, it's in the uncovered area.
Cover half of the leaky part of the map and compile to narrow it down further, and so on. It can be tedious but it works, unless you have multiple leaks.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2013-10-02 15:55:34 UTC Post #316050
I have no patience for leaks. I start blocking large sections inside the walls or on the outsides of the map with bevel brushes. It doesn't hurt anything and yet plugs the leak.

Here's a quick illustration:
User posted image
I've been doing this trick since my Poison Garden map. It's allowed me to rotate whole sections of rooms and build at angles like in beerfort.
Rimrook RimrookSince 2003
Posted 10 years ago2013-10-02 16:18:54 UTC Post #316051
When I was a newbie I was accustomed with leakmarker. Then I considered the pointfile more than enough help. Now I use neither of those :cool: .
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2013-10-02 16:47:20 UTC Post #316052
I tend not to get leaks because the largest source of leaks for me would be off-grid vertices from VM work or clipping, but I am extremely fastidious about that.
I've just spent the last two hours trying out a new texturing technique for spheres which involves rotating brushes, and most of that time has been spent fixing messed up vertices.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2013-10-03 02:45:54 UTC Post #316062
I use the pointfile 90% of the time, and then"Big Block" Method if it's a tough one.

Obviously, make sure none of your entity origins aren't poking outside the map, and/or, you haven't accidentally turned a world-sealing brush to a func_wall or other brush-based entity.

I think possibly a crazy invalid brush can cause a leak, so just in-case, try hiding/deleting any suspect brushes and recompile.

If all else fails and you are in a hurry, you can always skybox ;)

Rimrook: Awesome tip! it's simple, but i'd never have thought to use a single brush like that to solve a complicated leak, easy peazy! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-10-03 04:30:45 UTC Post #316063
I usually use pointfile, then blocking if I'm still missing it.
Jessie JessieTrans Rights <3
Posted 10 years ago2013-10-03 09:31:17 UTC Post #316066
Skybox is not an option, because I get max_clipnodes then, I'll try Rimrook's method, thanks.

EDIT: I fixed my problem, by actually fixing max_clipnodes. Thanks for responses, I'll make full vis compile tommorow and post it here.
Posted 10 years ago2013-10-03 11:09:58 UTC Post #316068
I haven't seen a leak in my map in 5 years.
People you need to plan out before you map.

I always keep my geometry as simple as possible so i dont have much experience with this. But compile log and line methods always produced results.

You can always upload your RMF for some one to find it for you.
Stojke StojkeUnreal
Posted 10 years ago2013-10-03 23:22:18 UTC Post #316072
The best part of that method is if you compile the map with the big block method, and noclip into the walls, a face will still draw where the leak is. If you're really picky, you can try and fix the leak. Most of the time I just end up beveling that face too. Like I said, I have no tolerance for leaks.

I have to admit, some other editors and game engines I've tried, the geometry feels... flimsy. Like Unity3D feels feathery compared to GS and Source mapping.
Rimrook RimrookSince 2003
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