Someone compile this **** map for me please...

Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
<div class="IPBDescription">I don't get it. Leak here leak there...EVERY ENTITY LEAKS!</div>This is a combination of two of Thaldy's maps that he posted a while back; for some ****ed up reason, I can't compile the damn thing. I have tried everything, from deleting every entity and replacing them to using batch compiler and even an online compiler (that one REALLY phailed.) HELP!

I dunno exactly what wads I'm using, so here's the full set along with the map (some great textures in there anyways you might want these wads lol):

<a href="http://rapidshare.com/files/31584494/co_guard.rar.html" target="_blank">co_guard.rar including textures (uffo's magnificent ones included for those few of you who didn't get co_perkele) as well as a couple of BEAUTIFUL custom textures which are all over the rr!</a>

Have...er...fun...figuring out what I did wrong...*sigh*...

Comments

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I doubt you're going to find someone to do this for you...

    Leak finding is a tedious process that all mappers must be able to endure. But I know I've spent enough time searching for my own leaks that I wouldn't want to find someone else's "minuscule hole of doom." <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    As a general rule, don't ever delete entities hoping to fix a leak unless you find that entity actually is outside of your map. Make sure it isn't inside a brush either. But if you have a light in your map, and it's supposed to work, and it used to work, <i>it will still work.</i> It isn't the problem all of a sudden. Use that entity as a starting point to find your leak. Use the box method, trace the pointfile (make sure you're using Hammer 3.4beta), and just take your time and be patient.

    Good luck!
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Yeah, I'm using 3.4. The thing that really gets me is that the only thing that I personally changed was the location of like one thing and a bunch of textures; everything else (and I do mean EVERYTHING) was made by Thaldarin himself. THAT is what really ticks me off.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Leaks. So much fun.

    Heres how i usually go about fixing up:

    1. Compartmentalize. You can actually do this to a full map in about 15 mins, if its not already done. Select one room/area at a time, and put em into their own Visgroups (ask if you dont know how, its not hard). You can make it so that you just click a visgroup on, turn off all the others, and voila, you have a perfect room whose doors lead to oblivion. Then, put a nice big temporary block in those doors, and try compiling. This can really narrow down the problem areas, or at least fix rooms one by one.

    2. When it comes to actually finding leaks, load the Pointfile, then click on the 3d view and hit shift-z. This brings it into full-screen, my method of choice for finding leaks. Then, hit z (i think its z) to have the WASD movement controls, with mouse look and everything. This means its like you're controlling the camera like an in-game player, who flies. Look for the bright red that is outside the map, look for the bright red inside the map, and find where they cross over.

    3. If that doesnt work, look at the entity named in the log. Try starting the same process in #2 from that location.

    4. If this still isnt working, try the block method. Place huge blocks in your map to cover entire sections. Think of Tanith; it would be like putting Fusion, Cargo, Acidic, Chemical, and Sat INSIDE a huge concrete block. Compile from there and you'll find out of the leak is in the rest of the map or not.

    5. Check for errors. Alt-P shows a good few. Check the log, sometimes missing textures (you removed a wad or something) can cause leaks. Go even farther by using HLFix and setting the Epsilon to very low (a phenomenal way to find tiny tiny errors that you wont be told about any other way, which could still really screw up your map).


    ...Thats about it. And keep at it. Leaks get hella frustrating, but they're always there, and they're always your own fault in the end.
  • SkyforgerSkyforger Join Date: 2007-03-25 Member: 60494Members
    i use blue box when i cant find leaks whit point file
Sign In or Register to comment.