Mapping - Leaks -1 reply

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XavantTheEnigma

My explanation? Hacks.

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9th January 2008

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#1 11 years ago

I dunno. What's better? It seems like drawing a huge box over the entire map that's caulked and making it structural would work out better than going over every little room that has leaks. Would this be a lazier but more efficient way to deal with leaks or is there a specific reason why we wouldn't do this. Perhaps areaportaling of some sort?




General Jaxun

Don't tread on me.

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9th July 2009

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#2 11 years ago

It sounds like it could cause more problems than it fixes, but that's just me.




NAB622

EAT ME!

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#3 11 years ago
XavantTheEnigma;5206572is there a specific reason why we wouldn't do this.

Absolutely. The ONLY excuse you have for putting a box around a map to stop it from leaking is that you want to meta compile it for a quick test. If you don't have said excuse, I'll reach through your screen and bonk you on the head with an inflatable hammer. With a squeaker in it.

Doing so can easily double your portal count, meaning slower compiles. It also doesn't fix the real issue, meaning that you will have a lot of excess polys being rendered in every room that was leaking. And, if you have areaportals, they probably won't work right either.

If you have a map that is leaking like crazy, there is a procedure to have q3map2 and Radiant show you where all the leaks are, and it's really not that hard to do. Ask about it if you'd like to know. ;)




XavantTheEnigma

My explanation? Hacks.

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#4 11 years ago

Okay. Just wondering. Yeah those little red things DO help alot... except when they seem like they go through the middle of a brush. o_o Additional knowledge on leaks wouldn't hurt, sure hit me up. http://xavant.ath.cx/share/jka/map%20development/alpha%20build%2006/shot0150.jpg The screenshot above, I've been trying to troubleshoot that. It's texture is not showing up correctly. In Radiant, I see a texture but in game, it gives me that. o_o I want that inflatable hammer btw >:]




Adrian Țepeș Forum Moderator Patreon Supporter

Capybara

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#5 11 years ago

NAB622;5206579Absolutely. The ONLY excuse you have for putting a box around a map to stop it from leaking is that you want to meta compile it for a quick test. If you don't have said excuse, I'll reach through your screen and bonk you on the head with an inflatable hammer. With a squeaker in it.

Doing so can easily double your portal count, meaning slower compiles. It also doesn't fix the real issue, meaning that you will have a lot of excess polys being rendered in every room that was leaking. And, if you have areaportals, they probably won't work right either.

If you have a map that is leaking like crazy, there is a procedure to have q3map2 and Radiant show you where all the leaks are, and it's really not that hard to do. Ask about it if you'd like to know. ;)

:agreed

I tried doing that on an old computer of mine, and it took a while to figure out all the errors, cause I could only spot them in game =p


"I'd shush her zephyr." ~ Zephyr.



lassev

Degenerate scripter

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#6 11 years ago
XavantTheEnigma;5206611The screenshot above, I've been trying to troubleshoot that. It's texture is not showing up correctly. In Radiant, I see a texture but in game, it gives me that.

Sometimes brushes get bad planes, especially if you use the edge editing tool, sometimes Radiant just decides to screw up a brush for no apparent reason. The best bet is to completely remove the brush and draw a new one to replace it. This could be the reason for your troubles.

The compiler/game may also produce stranger, unexplained VIS problems, especially if you have a big skybox (basically what you were pondering in the first post). I hope you won't encounter them because hunting down leaks or bad brushes is nothing compared to them.




XavantTheEnigma

My explanation? Hacks.

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9th January 2008

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#7 11 years ago
lassev;5206637Sometimes brushes get bad planes, especially if you use the edge editing tool, sometimes Radiant just decides to screw up a brush for no apparent reason. The best bet is to completely remove the brush and draw a new one to replace it. This could be the reason for your troubles. The compiler/game may also produce stranger, unexplained VIS problems, especially if you have a big skybox (basically what you were pondering in the first post). I hope you won't encounter them because hunting down leaks or bad brushes is nothing compared to them.

You were right on the money with that one. It solved my brush problem, thanks! I can't seem to find any tutorials involving misc_camera. I think it would be a cool idea to add cameras into the map.




NAB622

EAT ME!

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#8 11 years ago

Basically, if you want to find a leak in a room, you need to trick the compiler. The process in Radiant 1.4 is thus:

1. SAVE YOUR MAP UNDER A NEW NAME. This is important because you will be deleting most of it!

2. You need to delete all entities in the map. The easiest way to do this is to deselect everything (esc), press alt+2 to hide all entities, press i to invert the selection, press alt+2 again to unhide the entities and press i again to select them. Then delete them all.

3. Find all areaportals. In 1.4, this is as easy as clicking the areaportal texture in the texture window and pressing shift+a (this selects all brushes with that texture). Now, make them a func_group and apply the "caulk" texture (system/caulk or common/caulk).

4. Make sure all adjacent areas to the room you are testing are open to the void. I imagine it's easiest to just delete part of them. In my case, deleting a skybox was all I had to do.

5. Add a spawn point in the room you want to test.

6. Optional: for faster test compiles, you can also delete all the detail brushes in your map. (Just like above, press esc, ctrl+d, i, ctrl+d, i, backspace.)

7. Run a compile. If there are any leaks, the compiler will not continue to the vis stage and you will see a red line leading directly to the leak.

8. Open a second copy of Radiant and load your original map into it.

9. Fix the leaks on both maps simultaneously, and keep running compiles on the testing map until all the leaks are plugged.

If any of that is unclear, please tell me because I typed it in a little bit of a hurry.

XavantTheEnigma;5206611I want that inflatable hammer btw >:]

*removes squeaker and pops a hole in the hammer* Here you go.