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One question...One problem

Posted: Wed Apr 27, 2005 2:07 pm
by quibblerot2
Question: Could someone remind me what the parameters are for team doors?

Problem: Every other build I keep gettingsomekind of phantom leak that comes from some entity andgoes right through sold brush.

*There are no entities outside the map
*There are no non-solid (trans)texture outside the map (that I've seen)
*There are no openings into the void

I've no idea how to resolve this sort of leak or where it comes from.

Help...

Posted: Wed Apr 27, 2005 2:12 pm
by Survivor
Target_relay has the option for red or blue only use it by having the trigger point to the relay, the relay set to only blue/red, and the relay pointing at the door.

Shft+Ctrl+K= next leak spot
It will show you where the problem is.

Posted: Wed Apr 27, 2005 2:15 pm
by obsidian
http://www.qeradiant.com/manual/Q3Rad_M ... 2.htm#func

Load the point file after compiling. Follow the red line to the problem area. Check for leaks. Make sure that you didn't convert part of the hull to detail brushes. Make sure all patches have structural caulk brushes behind them.

Posted: Wed Apr 27, 2005 2:19 pm
by quibblerot2
Woops?

Sorry I wasn't referring to CTF, rather the teamdoor key. How to get two halves to work together.

Thnx.


*I tried the next leak thingy. No gibs. I'll try again though.
*There are no detail brushes yet.
*All patches are inside the hull.

The current leak is from a Quad_dmg and goes right through solid brushwork.

Posted: Wed Apr 27, 2005 2:21 pm
by Survivor
Ah damn, teamED doors. Should have thought about that.

Posted: Wed Apr 27, 2005 2:23 pm
by obsidian
Read the manual (link above) for teamed doors.

Try brush cleanup and if that still doesn't work, delete the offending brush and rebuild it.

Posted: Wed Apr 27, 2005 2:24 pm
by quibblerot2
Ah. The manual-again. Yeah that's the firstthing I did but I can't make heads or tail of the language. It's not new to me, I just can't remember and need the parameters.

Posted: Wed Apr 27, 2005 2:52 pm
by obsidian
team: assign the same team name to multiple doors that should operate together (see Notes).
Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them.

Re: One question...One problem

Posted: Wed Apr 27, 2005 8:53 pm
by ^misantropia^
quibblerot2 wrote:Question: Could someone remind me what the parameters are for team doors?
http://www.planetquake.com/bubba/door1.html

Posted: Thu Apr 28, 2005 1:14 am
by quibblerot2
I fixed the dorr problem. Wjhat I can'tseem to fix is the leak.
I've tried everything I know to try.

Any more suggestions?

Posted: Thu Apr 28, 2005 5:03 am
by pjw
quibblerot2 wrote:I fixed the dorr problem. Wjhat I can'tseem to fix is the leak.
I've tried everything I know to try.

Any more suggestions?
If you don't mind, throw up a link for the .map...I'm curious. :)

Posted: Thu Apr 28, 2005 8:52 am
by codey-
I had a similar problem once with a mystery leak - turned out I had moved the edge of a structural brush slightly and thereby gotten a target_speaker inside that brush which caused a leak that didn't display correctly with the pointfile but instead showed another item as the culprit. So maybe a check that no such items (not necessarily just speakers) are buried in the structural brushes could help.

Also, have you enclosed your entire map with a big structural caulked brush, then hollowed it and run a compile just to make really sure all your structural brushes are sitting snugly together?

cheers

Posted: Sat Apr 30, 2005 8:41 pm
by reyalp
If you are getting 'entity leaked' it means you have an entity whose origin is in structure. This isn't the same as 'map leaked', and as far as I can tell, isn't really a problem. Some entities will not do what you want if they are embedded in structure.

Posted: Sun May 01, 2005 12:03 am
by Kat
Yeah, if you leave an entity inside a structural brush it'll 'break' it, ammo boxs (items) for instance don't show up in game if any part of the bounding box, never mind the entity object itself, is buried. Leaving these errors inplace often means you can't get BSPC to work properly either as it borks out when it find one of these 'leaked' entities.

Posted: Sun May 01, 2005 4:07 am
by roughrider
I'm glad I'm not the only one with this issue. In my current ctf map, I have a problem similar to this one. The supposed offending (func_group) entity isn't in any structural brush. And when I un-group the brushes that I have grouped for ease of movement, it jumps to another func_group set of brushes and says that that one is leaked.

Posted: Sun May 01, 2005 7:29 am
by quibblerot2
Hmm.
I gotta look into that, except it isn't somethingI've ever had a problem with. But the problem has been recurring even with simple 'box' maps it seems, where I can account for all entities, and there's still a mystery leak. The map compiles and builds, but aas fails.

Appreciate the ffdback here though andI'l look into all of your suggested fixes.

Peece.