Leak - I really dont know where... Created 8 years ago2015-08-15 10:02:09 UTC by ZAP ZAP

Created 8 years ago2015-08-15 10:02:09 UTC by ZAP ZAP

Posted 8 years ago2015-08-15 10:02:09 UTC Post #326729
Hi! I tred a lot of times fix this leak and I cannot find it :/
Someone can help me? And what do you think about map (technical) ofc. map isnt finish yet.

http://www34.zippyshare.com/v/5p19MVDv/file.html
Posted 8 years ago2015-08-15 12:45:43 UTC Post #326730
What methods have you tried to find the leak? Big block? Loading the pointfile?
Posted 8 years ago2015-08-15 12:52:31 UTC Post #326731
You have cycler sprites in the void.
That'll do it everytime.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-08-15 14:29:57 UTC Post #326733
I deleted it for test and still is leak :/
I tryed big blck and pontfile
Posted 8 years ago2015-08-15 14:35:23 UTC Post #326734
Ok. I will try other method
Posted 8 years ago2015-08-15 17:51:38 UTC Post #326738
It looks like you built this either not snapped to the grid, or with your grid set to 1.
All of these sections, as well as giving other mappers nightmares, are liable to be full of microleaks that are damn near impossible to lock down.
User posted image
Keep your wall widths consistent and your geometry neat. I can't imagine how tiring it must be to work with such disorganised brushwork. As a general rule, make your basic geometry at gridsize 16 or above. You can go much smaller when it comes to specific detailing, but for the majority of your brushwork, stay as tidy as possible to avoid exactly this situation.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-08-15 18:09:28 UTC Post #326739
I using max: [
Posted 8 years ago2015-08-15 18:11:25 UTC Post #326740
Posted 8 years ago2015-08-15 18:13:38 UTC Post #326741
Regardless,
As a general rule, make your basic geometry at gridsize 16 or above. You can go much smaller when it comes to specific detailing, but for the majority of your brushwork, stay as tidy as possible to avoid exactly this situation.
Use the square bracket keys to adjust it.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-08-17 10:57:27 UTC Post #326748
To be fair, i just saw the floating cyclers and immediately saw that as the issue - I didn't even try to compile.
That being said, your map should still generate a pointfile if the compile tools detect a leak. After compiling, in Hammer, Go to MAP > Load Pointfile. The .pts file should be located wherever your .rmf or .map is located.
You'll see a funky colored line bouncing all over the place. Follow that in the 3D view starting from the leaked entity (noted in the compile log).
Tetsu0 Tetsu0Positive Chaos
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