Leaks - Where are they

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6thDLI-Quantum
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Leaks - Where are they

Post by 6thDLI-Quantum »

When I run any of the BSP options in MOHRasiant [I use MBuilder to compile, but I use this option just to check my maps out for leaks] I get an error. No error code/description is ever given so I do not know where my leaks are. I have checked my skybox, and that is okay, and nothing is coming out of the box. Any ideas? Are there any leak testing tools [or is that in the SDK...grrrrrrrrrrrrrrrrrrr EA]? I am new to mapping so I may be missing something.

Thanx
[6th-DLI]Quantum

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jv_map
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Post by jv_map »

There are basically two sorts of leaks:

WARNING: Entity x of type 'mytype' leaked.

This error is caused by cloning of entities. It's not very serious.

Your map might also suffer from a regular leak:

*******
LEAKED
*******


To trace this kind of leak - which is very serious, click file -> pointfile in Radiant and follow the red line.

Hope this helps 8)
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6thDLI-Quantum
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Post by 6thDLI-Quantum »

Thanks, but it hasn't helped. There was no red line produced. I decided to open my skybox up so that it leaked, and tried again. Still no red line appeared even though I knew I had a leak. Anyway this is the full message I get from MOHRadiant when I do a test compile for leaks.

==================
Running bsp command...

q3map -v -gamedir ../mohaa/ C:\Program Files\EA GAMES\MOHAA\main\maps\obj_Stalag_Luft.map


C:\Program Files\MOHAA Mapping\MOHAATools>q3map -v -gamedir ../mohaa/ C:\Program Files\EA GAMES\MOHAA\main\maps\obj_Stalag_Luft.map

---- q3map ----

verbose = true

************ ERROR ************

Q3MAP Version 1.34

-info - get information about the map
-light - get taunted
-vis - perform vising on the map

BSP options

-threads [num] - specify how many threads to use
-v - verbose
-nowater
-nofill
-nodetail
-nohint
-fulldetail
-onlyents
-onlytextures
-nosubdivide
-leaktest
-verboseentities
-nocurves
-notjunc
-expand
-detailterrainborders - force terrain mesh boundaries to be flagged max detail
-tmpout
-fakemap
-all
-fast
-nomerge
-snapdistance [distance] - vertex coordinates within [distance] of a grid point will get snapped to the grid. Default = 0.1
-lightmapdensity [density]
-smoothangle [angle] - vertex angles less than this will get smoothed
-gamedir [gamedir] - file path to the game executable
-moddir [moddir] - mod subdirectory of gamedir
-blocksize [size] - bsp chopped up into blocks of size [blocksize].

blocksize 0 disables this option. Default = 1024

-chopblocklast - do blocksize chops after other chops
-nomanvis - disable manual vis
-nostatic - disables The Addition of Static Collision Masks to the scene
-visiblestatic - makes the Static Collision Masks use a visible shader


Is this any help? As I do not get a red line am I doing something wrong. I expected to see one when I opened up the skybox. My map isn't that big [8000 x 8000 x 800] but I assume the line appears quite quickly.

Thanx again
[6th-DLI]Quantum

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Post by Innkeeper »

Your game directory is wrong and there has to be qoutes around your paths because you have spaces in them.
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Post by Innkeeper »

If you map is a multi-player map it is in the wrong folder as well.
6thDLI-Quantum
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Post by 6thDLI-Quantum »

I cannot see where my games directory is wrong. Could you advise please?

Also, my map has no spaces, only underscores. How do I get MOHRadiant to include the quotes if needed, and will this help with my leak problem :)

God, I will get the hang of this soon and you can all see my first map...and then rip it to shreds. Constructively of course!
[6th-DLI]Quantum

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Post by Innkeeper »

C:\Program Files\..... has a space.

"-v -gamedir ../mohaa/ " has two problems, one, it points to the wrong place and two, the slashes are in the wrong direction. Looks like to me your game folder is: "C:\Program Files\EA GAMES\MOHAA"
6thDLI-Quantum
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Post by 6thDLI-Quantum »

But that is what MOHRadiant is saying when it compiles. If I look at my Project settings they are

Basepath = "c:\program files\ea games\mohaa\"
Maps Path & Autosave = "C:\Program Files\EA GAMES\MOHAA\main\maps"


Anyway I have compiled my map [it has taken about 1 hour] so I will play it and see. It may have something to do with an open roof, as my map was fine until I added this.

Thanx for your Innkeeper.
[6th-DLI]Quantum

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Post by Innkeeper »

Oh, oh, oh.... Are you trying to compile the map from mohradiant? I have never had that work. Either write a batch file to do it or use Mbuilder.
7th Es Cyborg
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Post by 7th Es Cyborg »

another thing to check is if you have any static model that might be sticking through your skybox - I had a bush I made that one small part went through the skybox and i got the leaked error, took me a while to realize what it was that caused it. But then again, I'm a noob - lol
6thDLI-Quantum
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Post by 6thDLI-Quantum »

And so am I :D

I do have some "oak tree" models in my map, and yes one was sticking through the roof, so I fixed that. I have just checked my compiled and I now see what looks to be a blue brush in to sky line. I have no idea where it has come from, and I cannot see it in MOHRad. It must be a detail brush but I never use them [I use "make detail", but not detail]. I have selcted tall on all my brushes, and made a new map. It took about 15 mins, but now I have no leaks. YES! :D :D :D


Innkeeper, I am using MBuilder to compile. I just use MOHRadiant to "pre-compile2 my maps, to test for leaks. If it comes up error free in MOHRad, I then compile using MBuilder
[6th-DLI]Quantum

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Post by PsychoE »

Im new too, but i found that if i put a large box around my entire map, using caulk, it got rid of any leaks i had.

Any vets, pls advise if this is good or bad
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Post by jv_map »

It's bad.

When you use this technique, you force q3map to make a lot of useless vis portals which will all have to be calculated. Moreover, vis won't be half as efficient. Finally, you will never know if your structures are sealed or leaky.

For a good map, take the time to fix your leaks.
Last edited by jv_map on Tue Feb 04, 2003 7:11 pm, edited 1 time in total.
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PsychoE
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Post by PsychoE »

ok - thx jv. BUT - it is still ok if you are using a skybox to close it off right? (((((silly question????)))

E
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Post by mohaa_rox »

Yes, but it increases the space and decreases the FPS.
Live to map, not map to live.
-mohaa_rox, .map
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