Um, if you have a leak, then how do you also have pictures? Most of the time when you get a leak it stops the map.
Anyway, one of the best ways to find leaks is to use a point file (.pnt I think). This file will make a line that leads all around your level and will (after a lot of time) point out your leak. I uses the .lin file myself, it is a bit easier to follow.
To load the pointfile just start up the map in the game, then type "pointfile" into the console (no quotes). You'll probably want to add no clip as well, so you can fly around your level.
If the ingame map doesn't work, you'll want to do a few things. First go to the <a href='http://collective.valve-erc.com/index.php?go=hammer_beta' target='_blank'>collective</a> and download the beta of hammer 3.5. Then, in hammer, load the .lin file for your map (there is an option to "load pointfile" in one of the menu bars off the top). Once the .lin file is loaded, you can follow it around your map in the 3d view of hammer.
Good luck leak hunting and happy mapping. And always remember, the 4th commandment of hammer:
<b>Thou shalt give Hammer its regular RAM sacrifice. Keep holy this RAM, and clutter it not with memory managers, extra RAM sticks, or other things that might make Hammer useful.</b>
Okay, first, just like to point out that this is a newbie question so it should have been put ^^up^^ there, in the newbie mapping forum. (Don't know how so many people miss it... maybe a mod should enlarge the font for it or something? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Second,
ways to find leaks: 1. Big box method - Reliable, though general and slow. Put a big box around an area you think is causing it. Then when the leak is contained, use progressively smaller boxes until you find the leak. Don't do a full compile this way. And don't leave the box.
2. Load the pointfile. If you narrow it down a bit, go up in the menu bar for hammer and look for "load pointfile". This will put a bunch of lines all over the place. Not the easiest thing to follow, but it has helped me on occasion. I find that if you have a large area, this is the way to start narrowing down. That's just me though.
3. Seach for tips, here, on google, in the faq, etc.
Um, how do you have a leak? The lights are rendered and such <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Aea+Oct 13 2003, 08:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aea @ Oct 13 2003, 08:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, how do you have a leak? The lights are rendered and such <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> For everybody who's wondering about this:
If he's using a sufficiently ancient copy of the tools, HLRAD will run even after HLVIS bombs out.
It's a major timesuck to run RAD without vismatrix data and the map will need to be relit when the leak is fixed anyway, so Zoner put an automatic error message into later versions of HLRAD that kills it before any time is wasted. There actually isn't any technical reason why one can't run without the other.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, if you have a leak, then how do you also have pictures? Most of the time when you get a leak it stops the map. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I dunno it just ler me, the way I knew I had a leak is when I tryed running the map it said LEAK LEAK LEAK! and played it anyway
<!--QuoteBegin--JezPuh+Oct 15 2003, 10:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Oct 15 2003, 10:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, as I can see on those pics, nothing is wrong with the lights/map.
So just let it be... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Did you completely ignore what Cagey said?
Firstly, Lordy, download the latest version of the compile tools (In the stickied thread by XP-Cagey at the top of these forums) and also get the latest hammer beta from <a href='http://collective.valve-erc.com/' target='_blank'>http://collective.valve-erc.com/</a>.
When you are running the latest hammer, you can load the pointfile into the 3d view and follow it around to see where the holes are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Three "LEAK" messages means an entity is outside the boundaries of the map or sticking through architecture.
More then that usually means a hole in the architecture, make sure that none of your entity based brushes or point based entities are sticking outside the map at any point.
Comments
this is the spawn points room
Anyway, one of the best ways to find leaks is to use a point file (.pnt I think). This file will make a line that leads all around your level and will (after a lot of time) point out your leak. I uses the .lin file myself, it is a bit easier to follow.
To load the pointfile just start up the map in the game, then type "pointfile" into the console (no quotes). You'll probably want to add no clip as well, so you can fly around your level.
If the ingame map doesn't work, you'll want to do a few things. First go to the <a href='http://collective.valve-erc.com/index.php?go=hammer_beta' target='_blank'>collective</a> and download the beta of hammer 3.5. Then, in hammer, load the .lin file for your map (there is an option to "load pointfile" in one of the menu bars off the top). Once the .lin file is loaded, you can follow it around your map in the 3d view of hammer.
Good luck leak hunting and happy mapping. And always remember, the 4th commandment of hammer:
<b>Thou shalt give Hammer its regular RAM sacrifice. Keep holy this RAM, and clutter it not with memory managers, extra RAM sticks, or other things that might make Hammer useful.</b>
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Second,
ways to find leaks:
1. Big box method - Reliable, though general and slow. Put a big box around an area you think is causing it. Then when the leak is contained, use progressively smaller boxes until you find the leak. Don't do a full compile this way. And don't leave the box.
2. Load the pointfile. If you narrow it down a bit, go up in the menu bar for hammer and look for "load pointfile". This will put a bunch of lines all over the place. Not the easiest thing to follow, but it has helped me on occasion. I find that if you have a large area, this is the way to start narrowing down. That's just me though.
3. Seach for tips, here, on google, in the faq, etc.
That's the jist! Happy hunting!
For everybody who's wondering about this:
If he's using a sufficiently ancient copy of the tools, HLRAD will run even after HLVIS bombs out.
It's a major timesuck to run RAD without vismatrix data and the map will need to be relit when the leak is fixed anyway, so Zoner put an automatic error message into later versions of HLRAD that kills it before any time is wasted. There actually isn't any technical reason why one can't run without the other.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I dunno it just ler me, the way I knew I had a leak is when I tryed running the map it said LEAK LEAK LEAK! and played it anyway
So just let it be...
So just let it be... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Did you completely ignore what Cagey said?
Firstly, Lordy, download the latest version of the compile tools (In the stickied thread by XP-Cagey at the top of these forums) and also get the latest hammer beta from <a href='http://collective.valve-erc.com/' target='_blank'>http://collective.valve-erc.com/</a>.
When you are running the latest hammer, you can load the pointfile into the 3d view and follow it around to see where the holes are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
More then that usually means a hole in the architecture, make sure that none of your entity based brushes or point based entities are sticking outside the map at any point.