Leak

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
flewster
Corporal
Posts: 28
Joined: Thu Jan 12, 2006 5:03 am

Leak

Post by flewster »

I have taken Algiers and am making it a custom map my opening up new buildings and such.......when i compile it it says it leaks and a pointfile indicates a leak........so............I build a very large skybox around the entire map to enclose the original map and it still says it leaks.......what gives?
flewster
Corporal
Posts: 28
Joined: Thu Jan 12, 2006 5:03 am

Post by flewster »

ok..........I compiled it and then tried it again and it gave me no point file redline.............AGHHHHHH
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

Why didn't you just fix the leak and move on and fix the next one ? All you may have to do is replace a brush, or close up a gap.
The enclosure you made, did you make a big cube around your map and just hollow it out, or did you make it out of several brushes ?
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Vis leak

Post by tltrude »

If there is no pointfile, it is an entity--like a door or window. It is not a leak into the void, its a vis leak. Decompiled maps are always loaded with problems. You may have to replace a lot of the doors and windows to fix it. If the error gives you an entity number, you can open the .map file with Wordpad and delete the entity that way.
Tom Trude,

Image
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

bingo tl; when i used to decompile the maps i could never figure out why the mappers ''doubled up'' on the brushes since every brush allready had another exact brush ''inside it''.
i'm not f****** angry, i'm from philadelphia .
Image
flewster
Corporal
Posts: 28
Joined: Thu Jan 12, 2006 5:03 am

Post by flewster »

I made the large box out of six brushes............i never hollow out anything............this is mohdm7 (algiers)..........I have opened up several new buildings and such............funny that the leak disappeared but that is cool........now my next question..........can someone open up your copy of this map and tell me if there are any viz to it at all as mine does not have any.............
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

NO, there's no vis.... also, when I said hollow out, I meant if you are only testing, it's easier to just wrap the map up with one brush and hollow it, than it is to make several brushes and possibly create another leak. I don't hollow anything either.
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

yikes, i hollow for doors and windows all the time.

example, creat a 16u thick 112u high 64u wide brush, change grid to 8, hollow, remove one of the middle large brushes, pull the other middle large brush in on top & sides by one 8u, sink the bottom brush down one 8u and in on both sides by one 8u and then miter the two sides and top brushes for the frame. switch to grid 4, make the middle big brush now only 4u deep, center it's depth in the frame, add an origin and function_rotating door.

i do the same for windows but switch the grids to 4 & 2. structures however, i build brush by brush, wall by wall.

of course during compile i do get warnings of leaks for the doors and windows but i always ignored them.
i'm not f****** angry, i'm from philadelphia .
Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Post by tltrude »

flewster - you should fix the leaking sky box. Using the large caulk box around the whole map will stop the leak, but it should only be a temp fix because you are adding more area to the map that will hurt FPS (frames per second). Following the point file's red line to the void will show you where the leak is.

Vis is short for visible or visible by the player. If there is a leak into the void, the vis compile is skipped (fails). Some people create leakes to make the compile faster for testing. But, if there is no vis compile, the light is not fully compiled either and you end up with no shadows. So, I nomally set the vis option in MBuilder to -fast and seal the skybox up tight--because I want to test my light settings as well.

By the way, if you want to test your maps frame rate, type "fps 1" in the console--"fps 0" turns the in-game fps meter back off. The higher the frame rate is, the better your map will preform in a real game with lots of players.
Tom Trude,

Image
flewster
Corporal
Posts: 28
Joined: Thu Jan 12, 2006 5:03 am

Post by flewster »

OK I took away the large box and went through point by point for the pointfile........finally figured out how that darn thing operated as i kept deleating all the doors it went through..........anyways i got my leaks fixed now I am having trouble with the vis_leafgroups but working on it.......the tut is good but i don'wt understand it........I will get it though
Classic
Corporal
Posts: 39
Joined: Thu Dec 08, 2005 8:24 pm
Location: Some where in GA
Contact:

Post by Classic »

BTW you can down load the map files already fixed up from gamespot for free. Then you waoln't have any of these problems.
Post Reply