I've made a map i a .map format, and when I try to compile it, GTKRadiant says the map leaked or something, and it pops up with this window with all these entity names. Also when I try to run my map, the map is now all bright, and you cant see detail of white textures. Does anyone have any idea on how to fix this?
I'm way cooler than n0e (who isn't though?)
14th April 2004
leaking means you've left some open spaces in your map , you can identify them by the red lines in radiant, try to find the source and plug them and you sig is large 600x100 is the maximun allowed here resize it
Okay thanks for your help.
i have this exact same prob man, :D. Ok, try to find the source and plug em.. eh.. open spaces? you mean like, spaces out into nothing land where its all blury and fun to teleport people into ( :D ) ? so like just build boxes around it.. ?
supermiei have this exact same prob man, :D. Ok, try to find the source and plug em.. eh.. open spaces? you mean like, spaces out into nothing land where its all blury and fun to teleport people into ( :D ) ? so like just build boxes around it.. ?
Just make sure to seal off ANY "exit" or "hole" in your map.
Yeah, just make sure you have no spaces into the void, ie. where you can see it.
If you have GTK Radiant it tells you where the spaces are with a red line that goes to the place where your map is leaking. The bad thing is that it only shows one leak at a time, and if you have 16 leaks (like me) then it'll be awhile.
Most are real small too, like 1 unit can still be an opening to the void.
Oh, and make sure you dont have any detail brushes touching the void - that will leak it too. Imagine the two brush types, structural (default) and detail. This is kinda basic, but imagine vis (the visibility compile) is basically just a line bouncing around the map hitting every brush. Now, if this line hits the void, the map will leak. This 'line' will go through detail brushes, but not through structural ones - it will bounce off. Details are good when yuo want to increase fps as there isn't as much bouncing, but make sure no detail touches the void.
A final reminer that the above is an EXTREME simplification - it just gets the idea across.