L E A K S! Omg!
Lord_Maldazzar
Join Date: 2003-11-01 Member: 22193Members
<div class="IPBDescription">omg... i wanna suicide -.-</div> hi there,
ive made my map ns_pons beta 2
the prob is, somewhere is a leak. but hm.. first i thought it is on the rine start. i boxed the whole rine spawn in.. and now the leak is on a totally different position... i boxed this one in too, and now the leak is on another TOTALLY different position... i tried to start the pointfile, (.pts) but it said: "Couldn't open ns_pons_b2.pts" when i started the half-compiled map in NS....
plz help, im so sick of those f***ing leaks...
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
[EDIT]: i forgot to say: i didnt find the leak in?side of the rine spawn.. so i made the box smaller and smaller... and there CANT BE a leak?inside of this box...
ive made my map ns_pons beta 2
the prob is, somewhere is a leak. but hm.. first i thought it is on the rine start. i boxed the whole rine spawn in.. and now the leak is on a totally different position... i boxed this one in too, and now the leak is on another TOTALLY different position... i tried to start the pointfile, (.pts) but it said: "Couldn't open ns_pons_b2.pts" when i started the half-compiled map in NS....
plz help, im so sick of those f***ing leaks...
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
[EDIT]: i forgot to say: i didnt find the leak in?side of the rine spawn.. so i made the box smaller and smaller... and there CANT BE a leak?inside of this box...
Comments
when it asks you to use the standart pts just click no and you can browse for the file.
Ok, seeing as you are new (to this particular forum), this is forgivable but PLEASE please, when you next come onto the mapping forums, look to the top end of the page and you will see the 'map help and troubleshooting' sub-forum. Please direct basic mapping questions (compile errors, basic mapping techniques) to that forum. This area is for releases, work-in-progresses, and more advanced and ns mapping related questions.
Back to your question however, you probably are just looking for the pointfile in the wrong place, or your compile tools (if you use nem's batch compiler for example), may actually be deleting the point file. Try browsing for the pts. Also, the .lin file, which is generated at the same time as the .pts file, is superior to the pts file.
now im gonna try HLFix, cos i made almost every brush with vertex manipulation, to save polies.
well... huge map = huge probs
Also, any entity that is touching the void can cause a leak(a func wall that is touching the void, even if only a little, can cause a leak)
i think this could be a prob of vertex manipulation... but i dunno how to fix this..
Check Hammer if there are invalid solid structures via Alt P. As you would even know vertexediting makes invalid structures very easy.
Then check if you have ever enabled 'do-not-snap-to-grid-anymore'. The failure could be that some edge or vertice is not in the grid, *.map sets those unordered vertices/edges to a gridfitting position. That could make an one unit thick leak.
If Hammer loads the pointfile but doesn't show anything different there are 2 *.pts on your hdd, one will work.
The entity mentioned in the *.pts or in the log is not the entity where the leak ist. This entity is the one who is next to the leak. If it is a light, it can't be a func_wall or something like that which is responsibly for the leak
I would try to delete an rebuilt every brush which is next to the mentioned entity.
This should clear the situation. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
if i open the .lin i get 4 lines, each with its own color... very long, but they dont enter anywhere...
now ill try the method with the hollow cube with lights..
They show up in 3D view only in Hammer 3.5 beta.
Get hammer 3.5, load the LIN file and follow the line from the red end to the blue end, it should becoem fairly obvious where the gap in your brushes is.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=55406' target='_blank'>I wrote many paragraphs on leaks and solutions for everyone, here.</a>
~ DarkATi
When you have a leak and you fix it, you can have an opening at another side, just another leak to fix, untill till your rabit hole has no more exits.
i dunno why there where leaks, the 2 brushes where the leak was between, were simple brushes, but then i deleted both brushes and rebuild them the same way they were before. leak was away.... now i got a leak between 2 other brushes. i did the same, but the leak still exists... now im playing around a bit with the vertex manipulator.... hope im lucky -.-
For example, I had traced a leak using the box method. Once I'd tracked down my leak, I found to be in a normal, straightforward hallway much like this
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Hopefully that will illustrate sufficiently.
Anyway, by "Sealing" the walls so that they formed a perfect square rather then touching by the corners, I managed to seal up the map nicely.
Also, arches may present a problem. I had a leak I was unaware of beneath an arch once and it was causing me no end of troubles. In addition, although hammer says the leak occurs at an entity, it only says so because it points out the nearest entity to the leak. You may want to use the cordon method and move a specific game entity about so that you know if your close to the leak.
one leak was inside of the RR. it must be a cause of vertex manipulation. the other 2 were on totally different positions, but loading the .lin file in hammer 3.5beta helped me much. now my prob is, some brushes are broken (only entities), which may a cause of the 2 different editors... one part was made with 3.4 the other one with 3.5beta. but there are only a few, and i repaired them quickly.
thx to every1 who helped me in this thread <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->:D:D
<<< now im happy again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->