http://www.47hassocks.freeserve.co.uk/faq.htm (http://www.47hassocks.freeserve.co.uk/faq.htm)
What is a "leak" and how can I fix it?
If you see the message "LEAK LEAK LEAK" anytime during the QBSP compile, you have a leak. A leak is simply an error where the level can see anywhere into the "void" (not to be confused with the sky.) This typically occurs when you have small gaps between the brushes that make up the outer walls. Additionally, entities that are completely or partially outside those walls can also cause leaks
To help find leaks, you can use the pointfile command in the HL game itself:
-Run half_life with the -dev and -console parameters
(right click on your short cut and add them to the command line)
it should look something like this:
c:SIERRAHalf-Lifehl.exe -console -dev -particles 10000 +sv_cheats 1
-Run the map in Half-Life and go to the console
(hit the ~ key)
-Type pointfile then hit enter.
A yellow and black line will be drawn that defines a path for you to follow to the leak
However if it says that you have a leak and the console says that there are 0 points in the pointfile, it must mean you have an entity outside the level or an outer wall as an error. In this case, use the Map, Check Map for Problems command in WC.
http://collective.valve-erc.com/index.php?go=leaks (http://collective.valve-erc.com/index.php?go=leaks)
Just another link to leaky stuff :roll:
SLoWHaND
For the really lazy people, just put a big hollow box around the map as a clip entity. People can't see it, but it is there, and therefore easily stops leaks. Also as it is invisible, no extra time is lost in compiling the map as obviously no lights etc reflects off it!!!
Nice one :D :D
Note: Some people would point out - if placing a box around your level gets rid of the leak, why not stop there? Well, it gets rid of the leak, but it doesn't get rid of the main bad effect of the leak - VIS still cannot properly optimize the level because it doesn't know what is inside or outside the level. You will still see the high polygon counts and poor framerate. This is not a solution.
lol, tis a solution for me, as my map is only small, but yeah, point taken... :D
Oh and how do you run the map in HL for your error thing, as it can't compile?????? 8O
The best site I have found for mappers yet:
http://www.tdcom.net/lacos/?section=0 (http://www.tdcom.net/lacos/?section=0)
:D
mine does compile and runs. it just doesn't work very well.
A pretty good forum on mapping here if you get stuck on something, but be warned you will be treated as a mapping noob if you get on their bad side. Oh, and you want your map to look good before they see it ;)
http://countermap.counter-strike.net/ (http://countermap.counter-strike.net/)
Not read this yet but I respect the author ...
http://www.johnsto.co.uk/text.php?t=common_sense (http://www.johnsto.co.uk/text.php?t=common_sense)
Yeah I posted that link in a different topic. That is a really good article on basic mapping guidelines and how to make your map believeable. Top Notch :D
having trouble with invalid shapes? i was while trying to build my cliff sides. Got it all sorted from a tutorial i read. The trick is this, and you have to be pretty good with the old vertex manipulation tool.
Basically to avoid invalid brushes its best to build irregular walls, shapes with pyramids. This is because a pyramid can never be an invalid shape. So you just build your walls with the triangular sides of the pyramid.
To make this shape, create a standard brush and vertex manipulate all the top vertexs to the center. Select join vertices when it asks you. Finally take one of the 4 bottom vertices and join it with it neighbour and hey presto instant pyramid.
having trouble with invalid shapes? i was while trying to build my cliff sides. Got it all sorted from a tutorial i read. The trick is this, and you have to be pretty good with the old vertex manipulation tool.
Basically to avoid invalid brushes its best to build irregular walls, shapes with pyramids. This is because a pyramid can never be an invalid shape. So you just build your walls with the triangular sides of the pyramid.
To make this shape, create a standard brush and vertex manipulate all the top vertexs to the center. Select join vertices when it asks you. Finally take one of the 4 bottom vertices and join it with it neighbour and hey presto instant pyramid.
Alright alright, I get the point, no need to put it twice! :D
Quotehaving trouble with invalid shapes? i was while trying to build my cliff sides. Got it all sorted from a tutorial i read. The trick is this, and you have to be pretty good with the old vertex manipulation tool.
Basically to avoid invalid brushes its best to build irregular walls, shapes with pyramids. This is because a pyramid can never be an invalid shape. So you just build your walls with the triangular sides of the pyramid.
To make this shape, create a standard brush and vertex manipulate all the top vertexs to the center. Select join vertices when it asks you. Finally take one of the 4 bottom vertices and join it with it neighbour and hey presto instant pyramid.
Or you could do the following
SELECT BLOCK TOOL
SELECT PRIMITIVE CATEGORIES
SELECT SPIKE
You can select as many faces on your Spike "PYRAMID" as you like.
Cos a spike is a pyramid :wink:
LOL, good point that man :D
QuoteYou can select as many faces on your Spike "PYRAMID" as you like.
Cos a spike is a pyramid :wink:
Uh uh uhhhh. Remember that its only a "safe" object if its a 3-sided spike though ;) If you have more than the 3 sides you can still make an invalid shape with your pyramid.
But tht requires some effort to do that though, The chances are you'll get away with it, lol
Famous mapper Barney is doing a set of mapping tutorials ...
http://csnation.counter-strike.net/#news6102 (http://csnation.counter-strike.net/#news6102)
Tried to make a arcade map didnt work though :(
think me read into it more
theres a pretty decent arcade in de_deadlock. You could always rip that apart and have a look for ideas ;)