I have a map that doesnt work. I see in my "dm" folder that another level I?ve made before(that works) have other files, a lin and a min file but no prt file. The one that doesnt work have a prt file but no lin or min file....
prt and min files are created at the time that the map is first loaded. prt stands for Portals, or performance optimizing things, you probably know about them.
min is the loading bar file.
lin is for the pointfile, or leak errors. it's strictly Radiant. none but the script/bsp are required to run a level.
Lizard, PRT files are portal files. They are the effect of space partition by structural brushes and created during BSP stage and used for the VIS compile. If you have a leak, you get a LIN file instead of a PRT file.
Last edited by Rookie One.pl on Sat Jul 08, 2006 1:52 pm, edited 1 time in total.
It is true though, for some reason mac's won't run the map if there isn't a .min file . The windows version of the game will just make one while displaying the flashing 'loading' sign
But yah if you have a .lin file it's time to fix your leaks
Rookie One.pl wrote:Lizard, PRT files are portal files. They are the effect of space partition by structural brushes and created during BSP stage and used for the VIS compile. If you have a leak, you get a LIN file instead of a PRT file.
Yes a leak ?? I do have some that leaks....What is it, what does it means and how do I solve it?
I took a screenshot while compiling and it says this:
When I try to test it it just say : "couldnt find image for shader 0"
(It worked out fine yesterday)
"Leaked" means your skybox has a hole in it. In the editor click on File/Pointfile and a red line will show you where the leak is. Follow the red line until it ends outside your skybox.
This Pointfile function the red line(1st pic.). Its "jumping" around my map and ends outside. Is it showing leaks inside also? I have closed all leaks to the outside but still it goes outside... (2nd pic.)
I know it's none of my business, but why is the skyboy, and surrounding areas so big. Greatly reducing them may indeed help with the leak. You probably have a too large brush, and if you managed to fix it, with that oversized area, you'd surely find another and another. Shrink the outer areas to no more than you need, and recompile and see what happens. Instead of one big brush, make several smaller ones to fill the same area.
Well 1st and foremost enclose your map (total area) with the skybox, now the convenient and somewhat lazy way is making a large box and hollowing it.
This however is a sloppy and non performance friendly way, you should try to surround your world brushes around your map in such a way as to enclose as much as you can and minimising the amount of wasted space given to any one map : i.e you should attempt to enclose your map with structual brushes (sky in this case, as close to your perimiters of your map as you can) if this did not make any sense to you then pls reply and I will endevour to help.
I always use the lazy way and just hollow a big box around my map. But i do try to minimize leaks and cracks, although during testing these are usually more apparent than in the editor, so i just test a new room/area every time i make one and run around it looking for holes in corners.
Of course i've never been known to be a mapping extraordinaire.