We're Back for 2009!

The forums, map downloads are back online!
We'll be adding maps and mods soon!
If you want to help us grow, please contact us.

1233 Maps
 
730 Mappers
 
8 Mods
 
8,407 Reviews
 
132,268 Members
 
6,982,833 Map Downloads
 
   
HOME REGISTER MAPS SUBMIT MAP FORUMS TUTORIALS MAPPING TOOLS CONTACT ADVERTISE EXTRAS

CSM Forums

 
Welcome, Guest. Please login or register.
July 30, 2010, 08:10:45 AM

Login with username, password and session length
Search:     Advanced search
Finally! We are back online! After over a year of server issues we have finally found a host that can handle us. The great news is that there was almost no data loss even though we had two server crashes that wiped out the entire site. We will continue working on small bugs and layout improvements. If you find a bug please post it on the Site Bugs forum. Thanks!
17685 Posts in 2260 Topics by 132268 Members
Latest Member: johnA994
* Home Help Search Login Register
Pages: [1]
Print
Author Topic: Leaks!!? WTF?  (Read 1054 times)
Steve Schmidt
Administrator
Player
*****
Posts: 76



View Profile WWW
« on: March 04, 2005, 09:56:12 AM »

 Think of it like this, in wc all the black area is the void, the unknown, the bleak black hellhole. Now your map has to be closed off from this void, now say you have a brush or something with a tiny gap or a massive gap which you can see the void through then this is a leak. There sometimes annoying to find, and have been many the cause a headache amongst mappers.

I sometimes use the massive block way of finding leaks, basically I make a big block put it right through a bit of the map, through top and bottom of map I mean, and cover a bit of an area, then compile see if its fixes, and if it is then I make the block smaller and keep doing that and looking around to see where it could be. its a good method to use me things. and remember to delete the block once you've found the leak, or just leave it and say its a tower of brick (joke!!)

Best way to prevent leaks is to avoid them, make your maps neat, keep compiling your map as you go, and dont use skyboxes, putting a bit skybox round your level will result in longer compile times due to more space in the level, like say the underneath will all get lighted and the rad wil take ages on compile. Also dont overlap objects, zoom right in as much as you can to see if your objects are inline.

Dont forget making something into an entity will make it unsolid so to speak, in other words if you make say a rock with nothing below it but the void, and make it a func wall then it will be classed as a leak, so you would need a normal brush underneath it.

*UPDATE* Slacky here....... I use pointfile method of finding leaks,while in game bring down console and type in "pointfile"(without the quotes),then close console and follow the dotted line(once you find the line that is)the leak error gives you the coordinates of the entity where the pointfile line starts from.well follow the line to where it penetrates the outer wall of your map.If your line falls short(not enough pointfiles)you can add -particles 60000 or whatever amount of particles you'll think you need on the command line of your compiler.If you use Nem's Batch Compiler he gives you a nifty little check box and a space to add particle amount in.
Logged
lildeegospelrap
n00b
*
Posts: 3


View Profile
« Reply #1 on: February 02, 2006, 12:39:46 AM »

how do i find the coordanates to thsi leak  ?

Leak pointfile generated

SolidBSP [hull 1] 388 (0.07 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_start @ (-1256,-1400,-454)
SolidBSP [hull 2] 351 (0.05 seconds)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ (-1256,-1400,-454)
SolidBSP [hull 3] 405 (0.06 seconds)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ (-1256,-1400,-454)
0.90 seconds elapsed

-----   END   hlbsp -----
Logged
Slackiller
Administrator
Fragger
*****
Posts: 2746


Mapping Guy

139090813 slackinone
View Profile WWW
« Reply #2 on: February 02, 2006, 05:30:08 PM »

well -1256 is the X coordinate , -1400 is the Y and-454 is the Z

move your mouse in hammer and watch the coordinate numbers move at the bottom.

that is not your leak unless it is outside the map. They list that entity as a starting point for the pointfile.

Ok, go in game and in the console type in the word pointfile and follow the line to the leak.
Or if your using Hammer 3.5 you can load the pointfile right in hammer and follow the lne
Logged

Slackiller.com
go CSM2 for maps and mapping help
Edit Life
DKP
n00b
*
Posts: 43


Mapper- www.hsrg.dk

daniel_person@hotmail.com
View Profile WWW
« Reply #3 on: February 15, 2006, 12:17:57 PM »

Is Hammer 3.5 much better than 3.4  Shocked?Huh I have 3.5 but use 3.4  Cheesy
Logged



______________________________________________________
 DKP DKP DKP DKP DKP DKP
Slackiller
Administrator
Fragger
*****
Posts: 2746


Mapping Guy

139090813 slackinone
View Profile WWW
« Reply #4 on: February 15, 2006, 05:29:26 PM »

it's basically the same, but it is better.

just the fact that you can view models in hammer 3.5 (with the proper fgd)
and use the pointfile to search for leaks in hammer. make it a much better editor. not to mention a few of the bugs they worked out  Wink
Logged

Slackiller.com
go CSM2 for maps and mapping help
Edit Life
kobilica
n00b
*
Posts: 42


View Profile Email
« Reply #5 on: February 21, 2006, 09:16:56 AM »

this is no fear in hlbsp you can see more leaks in vbsp you can see only one leak soo you must compilign and compiling so long in and deleting leaks or fix
in hlbsp you can do all with one compile soo can you can do soo to vbsp ignore leak and simple write entity to bsp?
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
 
 
Copyright 2001 - 2010 Counter-Server Maps                Website Developed by Effect Web Media