Just great =\

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Just great =\

Post by Silicone_Milk »

soo.... Just been adding more to the map I've been working on (which can be found here)
and selected all the brushes and caulked them all.
Then I did Shift + A to select all the brushes that were textured with the caulk texture and gave them all a base concrete coat to make it visible ingame.

Cool beans. I go on to compile to see my new ventalation network I added. :drool:

WHOOPS!

My light entities are leaking. First time I've ever seen it happen to so I don't know why it's doing it. :shrug:

First it was the first light I made a while ago that was having a red line pointing to a new brush I made today. Ok... delete the light. Compile. Next light leaks and points to same brush.
Ok so delete brush. Light still leaks but points to the area that the brush used to occupy. :icon27:

I wonder what's going on here. Could anybody help me out?

Thanks. :icon26:
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Looks like you have a leak. That's why one entity leaks after another.

Leak - a hole that shows the void (outside of the level).

Make sure that your level is sealed and there're no holes.

-Method
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

I just realized that building a level in a game is a lot like building a recording studio. You can't have any leaks for air to get through or sound will get through.

Ok, sorry for my extremely poinless post... :)
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Silicone_Milk
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Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

but that's the thing... the map is completely sealed off. First thing to come into mind was that the hull was leaking but after checking it it's fine. The leak doesn't start at the info_player_start entity either like leaks normally seem to if the map is actually leaking out into the void.
obsidian
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Post by obsidian »

Leaks usually point from the nearest entity to the location of the leak. Do brush cleanup in case you have any borked brushes. Make sure you aren't using any trans shaders. Make sure your hull is entirely structural and not detail brushes.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Hex
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Post by Hex »

second the transparent shader bit. Not all textures are "solid"
Silicone_Milk
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Post by Silicone_Milk »

thanks guys. I wasn't using any shaders so it wasn't that.
Turns out that the hull was indeed a detail brush rather than structual. lol whoops =)

Accidently converted them while converting the actual playable map into detail to decrease vis compile.

Thanks again! Got it working now. :icon14:
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Foo
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Post by Foo »

A complete amateur mistake, which absolutely all of us routinely make :P
Silicone_Milk
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Post by Silicone_Milk »

hehe yea =) I dont know why I didn't remake the hull earlier.
I usually just make a new hull if the map leaks. Has always fixed it for me.
obsidian
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Post by obsidian »

If it's just a structural/detail issue, don't remake the hull, just convert the detail brush back to structural.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Silicone_Milk
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Post by Silicone_Milk »

well.. already remade it.
Why do you say that though?
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