can't find leaks Created 14 years ago2009-07-25 02:48:44 UTC by Elementx8 Elementx8

Created 14 years ago2009-07-25 02:48:44 UTC by Elementx8 Elementx8

Posted 14 years ago2009-07-25 02:48:44 UTC Post #270823
I made this map (my fault it's kind of done poorly) but i can't seem to find any leaks in the map, and i don't understand .pts files that much

files if you would liek to help:
http://www.filefront.com/14118229/Splak_Race.zip/

it's pretty much done but i wanted to test it, maybe make some modifications afterward but yeah.

Help would be appreciated
Posted 14 years ago2009-07-25 03:43:55 UTC Post #270825
Ok, first off, I found all your leaks (there were approximately 5 gaping holes) and sealed them.

Second, when you compile you're going to hit the max_patches, to sidestep this error compile using the -sparse command on rad.

Third, I'm not sure what the map is supposed to be, as I only made sure the compile would reach rad, but I can see a large amount of really bad things in terms of mapping techniques. There must be upwards of 500 separate brushes with different colors of light emitting textures. These and many other brushes are overlapping each other quite often, causing unecessary face splitting.

Fourth, that huge nulled box will have to remain until you clean up all those trigger_hurts. They are excessively large to the point of crossing through the void, and with how many individual brushes there are it is almost impossible to see where they should extend to, so I'll leave that up to you to fix.

On the same note as the brushes overlapping, those trigger_hurts overlap some of the walls as well, and with some of your walls you didn't fully connect each corner leaving some of the triggers exposed to void.

Finally, here's your fixed .map file, there is still more work required of you, such as cleaning up those trigger_hurt entities so you can remove that null box.

http://sites.google.com/site/nefariousparable/downloads/Splak_Race.map?attredirects=0
Posted 14 years ago2009-07-25 03:53:30 UTC Post #270826
I'm looking through it now and all I can say is 'HOLY CRAP!!" this is a pretty intense map...i hope it compiles for ya ;)
Posted 14 years ago2009-07-25 04:00:51 UTC Post #270827
Well, I fixed the leaks, but it seems part of the actual map is still not even closed off, which leads him to need the null box in order for it to even compile. I'm attempting to seal it for him, however I do not know how it will end up.

EDIT:

Here's what I'm talking about, I removed one side of his null box to show you what the inside consists of, that AAATRIGGER texture is a trigger_hurt:
User posted image
Posted 14 years ago2009-07-25 04:35:52 UTC Post #270828
What the fuck?
Posted 14 years ago2009-07-25 12:03:01 UTC Post #270843
1.the trigger hurt is supposed to kill every person on the map except the one who made it to the end; so it is supposed to reach every extent of where the players can go

2.are you saying i can't use the light textures like that? i mean like i wanted flashing stripes and didn't know any other method but that.

3.i was very tired when putting all the trigger hurts, i think i'll re-do all of them sometime later (maybe there is an easier way to kill every other palyer on the map other than trigger hurt?)
Posted 14 years ago2009-07-25 15:42:25 UTC Post #270851
Okay. After combing through the map I have some good news.

I found every single leak you had, which enabled me to remove the null box entirely. I remade the trigger hurts to extend through the entire map aside from the safe-room at the end. I also fixed one of your vehicles as you accidentally left it as a button_target.

I have to say, if it weren't for how symmetric you built the map it would have taken much, much longer to find the leaks.

Also, about the light textures, its not that you can't do it, its just that with how large the map is and the long corridors, you have hundreds of brushes visible. Adding on top of those brushes is the lighting. Having so many brushes coupled with constantly changing lighting and the overall volume of open space, your r_speeds should end up being pretty bad. Which for a multiplayer map is a death sentence.

Anyway, when you compile it and test it for yourself you should see what I am talking about.

Here it is:

http://sites.google.com/site/nefariousparable/downloads/Splak_Race.map?attredirects=0
Posted 14 years ago2009-07-26 23:10:46 UTC Post #270935
i took out most of the stripes; added a tiny bit of detail, but not a lot (as you can see in the map

i looked at every new wall and corner and i still can't seem to find a leak the compile keeps coming up with

maybe you could work your magic again if there is a leak i managed to miss?

Map files:
http://www.filefront.com/14130809/Splak_Race.zip/

thank you for all your help!
Posted 14 years ago2009-07-26 23:58:09 UTC Post #270938
There was only one leak, and was quite minor as it was preexisting brushwork conflicting with the newer brushwork. Found it, sealed it.

Here you go:

http://sites.google.com/site/nefariousparable/downloads/Splak_Race.map?attredirects=0
Posted 14 years ago2009-08-28 15:37:05 UTC Post #272621
All that and nobody explained to the guy how to find his own errors.

Do you even know how to check for errors with hammer? If you are to be a good mapper then you must learn how to check your errors, r-speeds, and overall quantity of brushes. Lots of brushes are really not good unless you turn them into something, i.e., func_wall or func_detail or even something that is useable like a door or any entity. Once you take it from the brush state to entity state it is helping you. I don't like to go over 10,000 brush faces but this could be up for huge debate so experiment for yourself.

You can check for "over-all" mapping problems by going to hammer->map->check for problems and it will check for entity and brush problems. I usually do a test complile to see if there are any errors--which you will see in the compile report. If there are leaks present then it will tell you. Go back to Hammer->Map->Load Pointfile and it will give you a red line in the location where you first leak is. You may have to re-test-compile to see where your next leak is cause it won't give you multiple red lines or show you where all of them are in one shot.

I work on maps for weeks sometimes before I even test compile them. This is bad for me because sometimes things are totally out of scale and I have to spend more time fixing it. Test and re-test my friend for good results.

Another tip.....get rid of all the colored brushes. I haven't even downloaded it and I know that has to be bad, real bad. How about a nice repeating texture. Make one text with all your colors and then just let it repeat itself. Better than having a million different brushes.

And by the looks of it you are still in Half Life 1. Come on fellas, I know you like it but please.....are we still mapping for quake and doom too? I think we are up a couple of engine modifications. I am ready to map for Left 4 Dead just so I can get some new characters, LOL.

http://twhl.co.za/tutorial.php?id=129

peace
dunivan
Posted 14 years ago2009-08-28 16:09:06 UTC Post #272625
i don't understand .pts files that much
Don't use .pts, use .lin, it's the only way to actually get it to work.
And by the looks of it you are still in Half Life 1. Come on fellas, I know you like it but please.....are we still mapping for quake and doom too? I think we are up a couple of engine modifications.
facepalm
Goldsource is a very good engine to work with. Personally, I'd like to go to source, but I can't even get steam to update on my connection, let alone download HL2 and the SDK.
As for engine modifications, there is only one engine higher than goldsource by valve, and at least half the regulars here map for source already.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-08-28 17:45:31 UTC Post #272626
And by the looks of it you are still in Half Life 1. Come on fellas, I know you like it but please.....are we still mapping for quake and doom too? I think we are up a couple of engine modifications.
User posted image
facepalm
User posted image
I still love goldsource. I'm only mapping for source because hardware limits me. But there are numerous options for goldsource mapping, and you have to try Spirit of HalfLife.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-08-28 18:33:24 UTC Post #272627
And by the looks of it you are still in Half Life 1. Come on fellas, I know you like it but please.....are we still mapping for quake and doom too? I think we are up a couple of engine modifications
What a stupid comment considering we are in the HL engine discussion forum. Do I go over (I dunno if there are any, just for example) to a doom mapping site and tell them all that they need to upgrade? No. Go peddle your nonsense somewhere else.
Posted 14 years ago2009-08-28 19:41:44 UTC Post #272631
are we still mapping for quake and doom too?
Well as a matter of fact, yes we are. I think you'll find both those games still have very active mod communities. They are modern classics, after all.
Posted 14 years ago2009-08-28 22:29:01 UTC Post #272635
Any good game will probably have a bunch of people making their own stuff with it.

And some bad games, too.
Jessie JessieTrans Rights <3
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