What is an other way to prevent leaks that isnt a giant box around the map? Created 2 years ago2022-12-15 16:21:18 UTC by BugDug BugDug

Created 2 years ago2022-12-15 16:21:18 UTC by BugDug BugDug

Posted 2 years ago2022-12-15 16:21:18 UTC Post #347166
i always see posts talking to not do it but they never say the right way to do it
Posted 2 years ago2022-12-15 23:21:29 UTC Post #347167
Read through VERC: Leaks for methods on finding leaks.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2022-12-16 11:01:12 UTC Post #347170
If you have many leaks in your map. The box method is the best way to quickly discover leaks. Just place a solid cube over most of your maps and work your way through it by adjusting it's size till no leaks remain. Rest assured it's a pain in a butt going on a leak hunt.
Posted 2 years ago2022-12-16 14:18:11 UTC Post #347171
To answer your initial question - leaks are gaps in your brushwork. A giant box is not fixing this issue, just pretending it isn't there (in a very inefficient way).

The way to prevent leaks is to... not have leaks. Make sure your brushwork is clean, sealed and gap-free.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2022-12-16 17:59:55 UTC Post #347172
It's a pain, but yeah what Archie said.

Look at edges that are complicated or that you have recently changed. Also make sure you don't have any entities outside of your level (or flush with the level's outer walls).

In my experience, most of my leaks are the result of me changing the size of a room and missing one side. Either that or I misclicked and re-sized/moved something without realizing it.
Posted 2 years ago2022-12-17 08:53:06 UTC Post #347174
Starting your maps off with a sloppy giant square skybox isn't the worst but if you become too comfortable with it you can:
  • accidentally start mapping around new leaks that you will not know are there until you start optimizing the skybox placement.
  • have needlessly increased compile times.
  • misjudge lighting until you make a "correct" skybox.
Not to mention the crapshoot guessing Hammer does when pointing to possible leak locations.

It's a blunt answer but as previously mentioned the best way to prevent leaks is to make sure you seal your brushwork at every possible placement.

If the map is intended to be outdoor for the most part, I would say it's completely practical to cover your map in a quick skybox to prototype and such. But always consider the time it would take to create the skybox more properly on the fly, rather than having to convert a giant skybox into smaller efficient ones later, especially with possible leaks to deal with in the process.
You must be logged in to post a response.