Leak Marker!
Sniper_Chance
Join Date: 2002-12-11 Member: 10549Members
I found this program that marks Hull leaks on a standard .MAP file. All you have to do is load the leakfile (ns_mapname.lin) and then the MAP (ns_mapname.map), and click "Mark Leak". Then load the MAP file in your favorite BSP editor, and find an entity called "My_Leak" (or whatever you put in Name of Entity). There's your leak.
You can change the marker brush's texture, size, and classname (make the classname a non-standard entity name, to find the leak easily).
Here is a download link from the author's website:
<a href='http://saida.lava.nu/do_download2.php?download_id=17' target='_blank'>http://saida.lava.nu/do_download2.php?download_id=17</a>
NOTE: OBVIOUSLY, delete the My_Leak entity from your map before compiling. This is for the lazy people who will leave it in the map.
You can change the marker brush's texture, size, and classname (make the classname a non-standard entity name, to find the leak easily).
Here is a download link from the author's website:
<a href='http://saida.lava.nu/do_download2.php?download_id=17' target='_blank'>http://saida.lava.nu/do_download2.php?download_id=17</a>
NOTE: OBVIOUSLY, delete the My_Leak entity from your map before compiling. This is for the lazy people who will leave it in the map.
Comments
This tool is mainly for the n00b mappers. =0
I keep adding/removing stuff all the time, leadig to leaks the lenght of a wall, but only 1 unit tall.
I usually have 50 of these leaks when I first compile the map. So I load up the pointfile and my screen
turns all red <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Usually takes me half an hour to sort every room. But I think it's a lot easier to use the pointfiles than
having to get any tools to find leaks.
Yes, i am using QuArK too and there is a leak finder, but it's buggy.
When there is a leak in my map, QuArK shows me red lines *everywhere* like there are leaks in all rooms when there is only one, simple-to-fix leak.
Usually i can find my leak "by hand", looking at the polys, or building big blocks to fill suspicious areas or areas that ive done since the last map save, and trying to compile. But today this little program helped me! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I was not founding a leak cause it was very small, and it was some out-of-grid polygons from a crappy, and rotated copy/pasted room. Leak Marker built a red block in the leaking room, but not exactly at the leak location (it was not even touching the leak, but it was near). Leak marker gave me a clue where the leak came from more precisely than the QuArK leak finder. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
To use Quark's built in Leak finder go up to "Search" -> "Holes in map". This will run Quark's searcher instead of the compile tools and display a single red arrow pointing directly to the leak, or at least in the general dirrection. It's always worked great for me. There was only one time that I though it had been wrong and that's when I accidentally had a func_illusionary touching the outside, the arrow pointed directly too the func_illusionary even though there wasn't really a 'hole' there.
[ E D I T ]
Can't seem to find QuArK. My connection is messy right now, so official dl doesn't work. Does anyone have
a good link?
I like it too that's why im using it but this feature just doesnt work for me/in this case <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I just loaded my leaked version of my map (leak is fixed in last version) and did search --> holes in map, all it showed me was a very precise "X" on my light_environement entity that is well enclosed in solids and have nothing to do with the leak itself <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Im using QuArK 6.4, it's a alpha but i used older versions before and that never worked so well for me, guess im just unlucky or have a too complicated brushwork for QuArK to detect my leaks properly, i dunno.
Well it have about 200 entities and ceilings everywhere. The leak was -very- tiny, you can't even see it on the screen i attached but its a simple solid problem (no a func_seetrough problem, ceiling or anything big like that) I copy pasted that D-shape room from another map file and rotated it, then it was simply out of grid (not touching the "corridors") by 0.25 or something like that, and i didnt noticed it. It's fixed now so im sure it was that causing the problem. The architecture isnt complex in that area, but i have some complex and detailled rooms in the map as well.
As you can see on the screenie, i have entities closer to the leak than my light_environement <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> (the light and func_ressource, in particular). Also the light_environement itself is well enclosed into solids (its near the ceiling, but doesnt touch it).
Im using path duplicators and diggers, maybe that cause QuArK to pickup my light_environement by default cause it cant find the leak or something, i dunno, im confused.
Does someone have a good link...? I'm really fed up with Hammer, it isn't very stable on my old comp.
The last alpha (6.4) is <a href='http://dl.fileplanet.com/dl/dl.asp?quark/snapshots/quark64_snap2003mar29.zip' target='_blank'>here</a>.
The current 6.3.0 (may be more stable thus ive no problems with 6.4 alpha) is <a href='http://www.fileplanet.com/dl/dl.asp?/planetquake/quark/releases/quark_v6.3.0.EXE' target='_blank'>here</a>.
You may also need the mini-python package if you havent it already, it's <a href='http://dl.fileplanet.com/dl/dl.asp?quark/minipy15b.exe' target='_blank'>here</a>.
All fileplanet links sorry <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
And about QuArK's build-in leak finder: I'm afraid I have to agree with Droggog in that it is quite buggy, which I believe even the developers admitted.
When using the pointfile in QuArK to find a leak, one method I find very useful is to select a group of brushes where I expect the leak to be so that they show up in the little 3d window in the bottom left and then rotate that window around to get a better understanding of where exactly the leak penatrates the group of brushes.
But I know where to look, so leaks have never been a problem.
But don't start up QuArK and say it is totally crap. As you might have seen in the past many people use QuArK and everyone sais it is generally a question of your preference whether to use QuArK or let it be.
To clearify some points:
QuArK is a community project. If you find something unintuitive tell it the programers and they will surely consider it for the next update. An auto-installer is on the way by the way.
QuArK does not crash the way hammer does. Most crashes are caught within the program so you can save your work before it quits.
QuArK might be a bit on the slow side, because a lot of it is coded in Python script for flexibility, special plugins etc. In short: You could change a big part of QuArK by editing some textfiles in \quarkpy & \plugins. This way you can also create own plugins. Shape builders for example or duplicators. So there is good reason for some slowness that isn't to harsh in my opinion.
If you find it is unconfigurable then I don't know if you are talking about QuArK?
You can choose the game you want to make a map for
You can create own plugins
You can setup up to 8 compile tools
You can load dozens of WAD files from that only used ones will be written into the BSP (reduces more than 8 WADs errors)
You can setup keybord shortcuts.
You can edit entity definitions like in WorldCraft.
You can setup mods of a game.
You can create PAK files
You can convert textures from other games or from pictures
God damn I don't know what could not be configured in QuArK.
You might have found the NS QuArK files Wolv created. When you start QuArK simply click on Game -> Addons and load the damn two files and you are done. I really can't stand people who say this program is **** because they are too lazy to ask someone how something is done. QuArK is pretty complex so it is only natural that you have questions from time to time. The one who asks is a fool for 5 minutes, the one who doesn't stays a fool for the rest of his life.
I took a deep look into QuArK's source code and code plugins from time to time. It has evolved quite a bit over years. And the coders earn no money from it. If I were asked I would say it is one of the best open source projects related to games. It's audience ranges from mappers over mod-entity file creators like Wolv <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> to Python, Delphi and Assembler coders. And before you start to type an answer switch your keybord input to quark@yahoogroups.com! This is the perfect place to let loose some constructive critics!
Wow what an evil coctail: Time pressure and brainstorming for the study and afterwards such an unqualified forum post. One might say I was not in control of my self. If so there would be not need to ban me. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Here's how I did anyways:
Now, I sat down and tried to get it work myself for 15 minute (thats how I got hammer to work, piece o
cake), to no avail. Soooooo...I moved over to that non-existent help file. Did I mention there was none?
Instead I used the standard config, thinking I could sort that later. To my dismay, I could not. That 3d view
looked like 8 scaled up pixels. I tried to improve it, by looking around at the menus for something that looked
like it could improve it. Found it, clicked it. It referred to my bad config and told me to fix it. I checked the
config and tried to find the area the error msg was referring to, but it was nowhere to be seen. Bummer.
I decided to move along with wireframe. I tried to load up the ns textures. That took about 10 minutes of
fiddling with the various menus and buttons and stuff I knew nothing about. But I eventually loaded em up
in a separate lil thingy...but I was still making a hl map with ns textures, and wireframe 3d...
In complete lack of help file I surrendered. Maybe I over-exaggerated the flaws a bit in my post...but it IS
hard to use. At least hard to configure.
If someone could point a link at a good resource, I would be very grateful.
(oh, and the diff. between me and snipermarine besides the spelling is that I can at least be reasoned with to some extent)
(and I don't make an average of 2 typos per word)
The help file item is new. Formerly it was called 'infobase' and is an internet resource on the QuArK homepage. You can donwload it from there and extract it into a new folder called \help. Afterwards you can use all the help items and press F1 while your mouse is over a button. Hopefully the help will be included in the installer. But now I have to play NS. May someone else answer the rest of your questions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And don't switch to Hammer while I am absent! Oh and this 3D-view is a bit old, but a cool software renderer especially made for QuArK, yeah! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Get used to it or use a 2-views setup (top-down & side) and open an additional OpenGL window!