Unbeleivably lazy way to fix leaks.


CptMuppet
06-20-2003, 01:21 PM
If you have a leak on a map, and your map is rather big and you have no idea where the leak is, then do the following:

Make a giant box that surrounds everything in your map. Use the NULL texture. Then right click on the box and hollow it out.

There. Shouldn't impact r_speeds :). Lazy solution for ya.
BTW soz if anyone suggested this before.

Inch
06-20-2003, 01:23 PM
well, I use that one already for some years. It's a very very old tactic.

nihil novi sub sole.

CptMuppet
06-20-2003, 01:27 PM
bah! well I just thought it up this morning.

lol!

RPGreg2600
06-20-2003, 01:31 PM
You can't do that. if you do that it won't delete the surfaces outside the map which will add a whole bunch of clipnodes and increase compile time.

CptMuppet
06-20-2003, 01:39 PM
??????
Took 25 mins to compile my map with this technique.... r_speeds are fine too.

06-20-2003, 02:09 PM
VIS will be out to lunch, planes and face vertexs and everything will be through the roof. But ya know what. That dosnt fix leaks, it hides them.

CptMuppet
06-20-2003, 02:22 PM
whatever, I've had no problems with it.

El Capitan
06-20-2003, 02:39 PM
I do that when i get leaks, make 2 boxes meeting in the middle, and move them out

The best way is not to make them in the first place ;)

06-20-2003, 02:51 PM
that reminds me, i think one of the pieces of rubble in caen in between the axis 2nd and 3rd flag is floating. just thought i'd tell someone.

06-20-2003, 03:47 PM
The best way is not to make them in the first place

Gorbachev
06-20-2003, 06:46 PM
Originally posted by TheWhopperSays
that reminds me, i think one of the pieces of rubble in caen in between the axis 2nd and 3rd flag is floating. just thought i'd tell someone.
that's on purpose usually...so that the rubble brush doesn't split the floor funny.

Inch
06-21-2003, 04:15 AM
whoopsy

my mistake. I read your post wrong muppet. soz.
I thought you meant "use a big cube to cover half of your map to find where the leak is" not "put your whole map in one hollow box".

indeed, the latter is VERY wrong: it means the engine has to calculate all the space in that box, not only your map.
I think the ol' big brush that covers half of your map and making it smaller as you progress to find the leak, is a much better method. It takes no longer then 25 minutes to find a leak with that one. :)

Craftos
06-21-2003, 05:13 AM
Well, someone figured it out couple of years ago.
It removes leaks, so your map can compile but inserts other problems including worse performance (r_speeds) and overuse of some HL data (like Clipnodes). So it may work on not so complicated map, but not on more detailed or with larger open spaces.
So it's really cheap, temporary solution.

CptMuppet
06-22-2003, 03:18 AM
Wierd... my maps now anzio size, and with this method the r_speeds are still ok.

Just remember that the NULL brush isn't drawn.

Quakah
06-22-2003, 05:12 AM
I never get leaks :confused: unless i don't attach my skybox :p

NC17
06-22-2003, 08:58 AM
If you have every face that is not visable like a good lil mapper then none of the non visable faces will be rendered anyway . . .

You can also use regular vis occlusion along with the null skybox

This method works just as well as making sky brushes the long way and there are no side affects if done right

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