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Please help - it's leaking :-)
Posted: Tue Sep 09, 2003 1:34 am
by Asterix
Hi,
I am facing three major problems in my map:
1. during the compile process it says that there is a leak
2. the compile process takess 5 hours!
3. how do I make the ground texture look seamless
Thanks
leak
Posted: Tue Sep 09, 2003 3:47 am
by tltrude
It will take longer to compile if your skybox has a leak into the void. To find it, just click on "pointfile" under file in the editor. Doors can leak if you clone them, but pointfile does not show you where they are--the compiler will say their entity numbers.
You can reduce the compile time by making some brushes "detail". That is under selection in the editor. Just doing steps and ramps should show a marked improvement in compile time. Don't go crazy with the detail--just do brushes that are inside larger spaces. And, never make your skybox detail.
I don't know what to tell you on the terrain. Key S is the surface inspector and can be used to adjust textures. If your texture looks "tiled", try another texture, or adjust the scale.
Posted: Tue Sep 09, 2003 9:06 am
by Daniel Radcliffe
5 hours compile time

lmfao, my last attempt at compile took 5 days, if i had 5 hours id be over the moon.

Posted: Tue Sep 09, 2003 9:12 am
by Jack Ruby
Tom, you find that a leaking skybox takes longer to compile ?
When I am building and testing I leave a leak to speed up compile time as it misses out the vis stage.
Asterix, meshes and lod are not structural and will leak, so if you have a say a tunnel made of meshes you need to construct a caulked tunnel around the mesh tunnel, this will them seal it.
How did you make your ground ? lod, brushes ? lod can be a bit annoying to texture but brushes also leave those annoying lines where they are joined along the seams, so maybe try using a mesh or a piece of lod for the terrain areas, or at a pinch layout the floor brushes with the joins hidden under buildings or something.
5 hours seems quite long but not at all obscene, some maps take much longer to compile, as tltrude explained, make some of the stuff detail, pretty much anything inside, railings, crates, steps but NOT anything that should be structural like the walls, floor and ceiling.
Follow the red line when you use the pointfile then seal your leak.
Hope this helps a little

Posted: Tue Sep 09, 2003 2:16 pm
by General_DisArray
one tip for avoiding getting a leak. once you create your skybox and you know you won't need to change it. goto view/filter/sky. this will turn on the filter for sky textures. so your skybox will not be visible nor be able to be selected/moved or deleted. then no more leaks! as long as you properly constructed your skybox in the first place.
hope it helped.
Gen_Dis
Posted: Wed Sep 10, 2003 1:57 pm
by Asterix
Thanks guys. I will test all of the mentioned suggestions tonight. I do have a rather trivial question that is driving me insane. In my multiplayer map, do I need a minimum of 3 spawn points?
1. Info -> player start point
2. Allies spawn point
3. Axis spawn point
Do I need to add some scripting if I am to have 3 allied and 3 axis spawn points. Also what the hell is the info -> player start point for? Is it for the single player maps? I will try to post my map file soon in the following post... Gotta find the free web host 1st
As always - your help is appreciated big time...
Map on

Posted: Wed Sep 10, 2003 2:15 pm
by rOger
You should have at least 16 Allies spawn points and 16 Axis spawn points. Or else you might get spawnfrags. When a player dies as a result of another player spawning inside his body, mush like in an alien film.
The player start serves no purpose in multiplayer games.
If you just want to test the map. 1 player start point is all that is required.