Terrain Gen and leaks


10-28-2003, 04:53 PM
Ive Been using Nems Terrain Generator which you cant find HERE (http://countermap.counter-strike.net/Nemesis/) But the problem is when ever i make the file into a .map or a .rmf and run it in hammer i get leaks... even if i dont make a terrain and leave it flat i still get leaks.. anyone use this program before? and know if im doing somehting wrong or if the program just sux. anyways thanks

Sly Assassin
10-28-2003, 05:24 PM
I assume you've put a sky box or walls at least around the terrain you've made? if not you need it ;)

Other then that start putting a big box over most of the map and work it down until you find the leak.

10-28-2003, 05:32 PM
so if i put a big sky box around the whole thing... and it still says i have a leak.. will the leak only be from the sky box...

Sly Assassin
10-28-2003, 05:37 PM
if you put a sky box snug fitting around the map and have no gaps in it so that the inside area of the map doesn't "leak" into the void outside the map then you shouldn't have a problem at all. But if the sky box has a gap in it then you'll get you "leak"

Kamikazi!
10-28-2003, 05:46 PM
Imagine your level being a water tight container. If there is even a gap 0.001 pixels big, it will leak water and you get the LEAK error.

So it is important that you not have any gaps or holes that open up into the black abyss outside the map.

10-28-2003, 06:14 PM
I've never had a leak with nems...

I'd really just delete the skybox it built and rebuild a new one. If that doesn't solve the problem then you probably made some REALLY weird terrain.

Monk

NC17
10-28-2003, 06:31 PM
Real men make their terrain manually ;)

10-28-2003, 11:22 PM
i dont think its the nem program.. im just a new mapper.. all of 48 hours ive been trying to map... so i give props to nem's programs there great.. as far as "men" making there terrain the real way.. haha... it really is whatever makes the map look and play the best... Thank guys for all your help.. but wont a big sky box lower my r_speed.. alot?

10-28-2003, 11:29 PM
i think you mean increase.

High r_speeds BAD!
Low r_speeds GOOD!

If your trying to use a terrain untility in the first 48 hours of mapping i think you need to learn how to walk bfr you try running with scisors :P

Take a basic tutorial. I've lost the links to mine, but a decent one should explain to you the basics of the HL engine and how it works (note: don't just search for DOD tuts, search for HL everything from HL can be done in DOD).

travis
10-28-2003, 11:56 PM
hahah ive compiled a map with no skybox and it still worked i have nfi how :O

haircut
10-29-2003, 01:41 AM
Hey [FC] HumanZoo check my webby out, if you haven't already. (Just Click my sig)

I've got lots of maps and stuff you can download to take a look at. I've got a links page as well to a lot of very good HL mapping tuts.

You also might want to find the dod_cr44_b3.rmf Forum Thread. That might help you see how maps are made, with regard to sky box.

Gorbachev
10-29-2003, 08:57 PM
Originally posted by RaNd0M
hahah ive compiled a map with no skybox and it still worked i have nfi how :O

A map does not necessarily need a skybox. It can be completely indoors if you really want. And you can compile maps just basic geometry wise, but you will not be able to run VIS or RAD correctly if you have a leak. There is no if or but about that. VIS needs boundaries, or your compile would never end.

Darkwing
11-01-2003, 05:26 AM
hahah ive compiled a map with no skybox and it still worked i have nfi how :O

some compilers wil continue to create the bsp with teh leak. You can load it up in half life, but before vs or rad were not done, there'll be no lighting wat so ever (everything will be hyper bright) and r_speeds through the roof (hl forced to update teh entire map all teh time)

travis
11-01-2003, 07:15 AM
hmmm wonder if i should actually release a map for once :O

Darkwing
11-01-2003, 05:26 PM
not if its of crap quality like the last one 'para_lecave' or watever it was, 10 blocks and a bunch of kar98s :P

travis
11-02-2003, 01:14 AM
ummm dw i feel like im a record and i keep skipping over and over, like ive said 1,042,392,993,301,475 times i made that map for a freind.. it was intended to be a lan map. i made it to his specifications and he was happy with it...therefore im happy with it.


just to show you i have good ideas ill start working on my map again...only problem is fps issues i dont understand how to vis-block no matter how many tutorials i read >:(

11-02-2003, 04:41 PM
Random Heres a little diagram to help wiht VIS blcoking.

the basic principle lies behind hiding what the player can see.
<open image> you have a street and a yard. the street has lots of rubble and the yard has lots of plants. once you have built both you lok at their r_speeds and are happy. however, you place them into the map with the yard opening onto the street and you hit a problem. when viewing one from th other the combined r_speeds are Over The Top. your fence although ti hides the view dosnt hide enough. if you re design the fence so its like the lower example each area has its own r_speeds without having the OTT r_speeds they had together. The reason for this is on the right hand diagrams. the red represnt whats the blue dot can see at each point. on the first its extremly obvious the player can see the street from the yard. in the second image it shows how the fences shape stops the player frm seeing any of the street frmo the yard.

Sly Assassin
11-02-2003, 05:45 PM
Originally posted by Angry Beaver
Random Heres a little diagram to help wiht VIS blcoking.

the basic principle lies behind hiding what the player can see.
<open image> you have a street and a yard. the street has lots of rubble and the yard has lots of plants. once you have built both you lok at their r_speeds and are happy. however, you place them into the map with the yard opening onto the street and you hit a problem. when viewing one from th other the combined r_speeds are Over The Top. your fence although ti hides the view dosnt hide enough. if you re design the fence so its like the lower example each area has its own r_speeds without having the OTT r_speeds they had together. The reason for this is on the right hand diagrams. the red represnt whats the blue dot can see at each point. on the first its extremly obvious the player can see the street from the yard. in the second image it shows how the fences shape stops the player frm seeing any of the street frmo the yard.

thats all fine and good for a little area like that, but say you've got a beach map right, and theres the beach, then a line of two bunkers and behind those bunkers are a lower down peice of area that can't see out onto the beach, yet the r_speeds are highish. Now shouldn't the vis be calculated so that the compile tools know you can't see out onto the beach from these areas?

11-02-2003, 06:48 PM
thats where the good old hint brush comes in. the top of the ridge in theory should stop the allies rendering whats below it, yet HL is retarded. you have to use a hint brush to cut a line along the top of the ridge. This will insist to HL that the areas are seperate and the lower area behind the ridge shouldn't get rendered.

Sly Assassin
11-02-2003, 07:06 PM
Originally posted by Angry Beaver
thats where the good old hint brush comes in. the top of the ridge in theory should stop the allies rendering whats below it, yet HL is retarded. you have to use a hint brush to cut a line along the top of the ridge. This will insist to HL that the areas are seperate and the lower area behind the ridge shouldn't get rendered.

kewl AB cheers for that I'll be looking into hint asap then :D

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