Does the game editor in GTKRadiant not see patches as solid and capable of being exterior walls? Because I'm compiling a map with huge curved sections and GTKRadiant keep pointing out leaks all over those walls.
The Cheap, easy way of fixing leaks is drawing a big box around the map, even though it makes a longer BSP process, and could screw up something, it wrks sometimes, but im sure you already knew that, so sorry
That's what I was doing for a little while, but now that large portions are up I wnat to cut it offf from the void. Also, I think it's part of the reason my compile times are so huge (see other unanswered posts around here)
Hmph... Just draw brush walls with caulk behind the patches you intended as outer walls. There's no reason for huge boxes. As you pointed out yourself, patches have no role in VIS process, and thus they leak if you try to use them as structural outer walls.
Heh, then I'm screwed. THe cricle in the center is a 20 sided brush, but the two curving hallaways around it are made of eight huge bevels (each). TO give an idea of the size, the center circle is a 5500 units wide (the map is a swoop playground, and the map can't be made smaller because the 5500 units is the distance it takes to land a perfect swoop turbo off of a ramp I made)
Ah... Well, with a map like that, a giant box is the same thing as brush walls behind the patches...
Not exactly, because with a swoop turbo I just discovered you can move through patches (turbo the swoop and then strafe into the patch, and you fly through it. WHich means I'll have to go back and thicken all the patches so that they have two layers, thus making it impossible.
meh.. curves who needs em. Whenever i make em my maps leaks for sure, and like if i do a big cone, half of it in circle, the other half is like 8 straight lines LOL! it looks real funny.
Curves are better on a map full of wackos with high speed swoops, less stuff to crash into for them and less clip brushes I have to make later to keep everything running smooth.