Leaks
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Re: Leaks
Posted by omegaslayer on Thu Feb 19th at 9:46pm 2004


So does anyone still have problems with leaks???? I know I dont these days, except with complicated levels.





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Re: Leaks
Posted by OtZman on Thu Feb 19th at 10:00pm 2004


To be honest I don't map very much(right now). I'm nothing but a big noob, so when I map I almost always get leaks. [addsig]



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Re: Leaks
Posted by Wild Card on Thu Feb 19th at 10:01pm 2004


Yea I got leaks, in Dark Complex... And due to lack of experience and poor mapping (at the time) they were tiny, sometimes several times smaller than 1 unit. [addsig]



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Re: Leaks
Posted by Tracer Bullet on Thu Feb 19th at 10:03pm 2004


Mostly not at all, and when I do it's because I did somthing dumb like forgetting seal of an unfinished area. [addsig]



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Re: Leaks
Posted by SuperCrazy on Thu Feb 19th at 10:06pm 2004


No, the Unreal engine doesn't have them



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Re: Leaks
Posted by omegaslayer on Thu Feb 19th at 10:09pm 2004


? posted by SuperCrazy
No, the Unreal engine doesn't have them

that must be nice. I really havent gotton into the UT mapping because i dont want it to consume my life.





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Re: Leaks
Posted by Failsafe on Thu Feb 19th at 10:10pm 2004


I had the unfortunate incident to make a stair case I thought was sealed off into a func_wall, thus causing "mapping chaos!"

I've caused several leaks under 1 unit, due to my excessive use of the vertex tool, so it's not unusual for me to have to compile 5 times before actually fixing my leak.

[addsig]




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Re: Leaks
Posted by Dr Brasso on Thu Feb 19th at 10:19pm 2004


failsafe, i find that interesting...in complex geometry, the vertex tool is a hella way to SEAL leaks....hmm

Doc Brass...





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Re: Leaks
Posted by Failsafe on Thu Feb 19th at 10:40pm 2004


the problem:

found:

The point is, I seem to have problems making leaks in terrain more than fixing complex geometry and invalid solids. This was an easy fix, and I only had to compile once before I realised where the leak was.

[EDIT] Odd, most of my post got deleted the first time... [/EDIT]

[addsig]




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Re: Leaks
Posted by azelito on Thu Feb 19th at 11:01pm 2004


I very rarely have leaks and if I do I know exactly where they are, at the second the compile says LEAK. My maps are very organised. [addsig]



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Re: Leaks
Posted by wil5on on Fri Feb 20th at 12:21am 2004


Damn those leaks! Theyre always in the place I least suspect... and its usually something stupid like I forgot to put in a wall [addsig]



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Re: Leaks
Posted by Dr Brasso on Fri Feb 20th at 1:21am 2004


well basicly failsafe, you need to slow down and pay a little more attention to the detail as yer doing it....if it doesnt land on the one to one grid, yer pretty much screwed, the exceptions being geometry created such as arches etc, and even then they will give invalids, and/pr leaks....plan yer architecture a little more carefully, and work it one section at a time.....yer not in a race man....do it the first time with care, and youll not have to do it a second, and tird, and so on,........

Doc B...





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Re: Leaks
Posted by Failsafe on Fri Feb 20th at 1:41am 2004


Blasphemy, my maps end up doing fine until I get tired of making the map! But thank you anyways Doc, I realise that I should be more careful with such a powerful tool, but it dosen't really matter what errors I make until I get to the end of my map, in which case I fix all of errors, leaks, invalids, texture errors, ect. A lesson to everyone though, don't ever plan on correct looking arches to fill in a gap...It never works

Tbh, paying more attention would, in the end, save me days of work in front of my computer, clicking and dragging several hundred vertices just to solve one or two leaks.

[addsig]



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Re: Leaks
Posted by Jinx on Fri Feb 20th at 4:18am 2004


I got them more when I was a newbie. anymore I would keep the grid higher, and work only on one area of the map between compiles so I would know exactly where the leak was. And I compile very frequently, too.



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Re: Leaks
Posted by Crono on Fri Feb 20th at 4:32am 2004


I've found that I really don't get leaks until I try some heavy vertex manipulation. The problem usually happens when I try to make simple architecture into very complex architecture, or if I undersize the length of a wall and stretch it after clipping it somewhere.

So, As much as Doc rants on about this stuff, he's right, and it's pretty much the best advice someone could give, take your time and plan out what you're doing. I can't believe how many "practice" map's I've made and found later that, maybe I didn't have a leak, but r_speeds were amazingly high because I didn't go in far enough to make sure everything is lined up (usually happend with clipping funny angles).

Anyway . . .not that anyone here is as inexperienced as I, but, that's just how I've seen it so far. [addsig]




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Re: Leaks
Posted by Gorbachev on Fri Feb 20th at 4:33am 2004


I've had two leaks in recent times that weren't really there, one was a solid brush that for some reason glitched out and let VIS through...I had attempted to "to world" it a bazillion times, and eventually just remade the brush exactly as it was and the leak was gone. I've also had this non-existant leak that I just copied and pasted the entire level into a new file and the leak was gone. [addsig]



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Re: Leaks
Posted by Dr Brasso on Fri Feb 20th at 5:34am 2004


i cant remember which one, but one of the custom compile tools setups also gives out "untrue leaks"....ill dig around and see if i can find it again....and btw, ive never had leaks form FROM vertex manipulation, although "invalid solids" was at one time the bane of my mapping existance because of it till i figured out how to avoid them...

Rant?...i didnt mean to...sorry, i just get excited....

i spose thats an "ageism" thing....im more patient than i used to be, but when im done being patient, look the f**k out!...

Doc B...





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Re: Leaks
Posted by Yak_Fighter on Fri Feb 20th at 5:50am 2004


I don't get leaks anymore. That's what a big box around the entire map is for.





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Re: Leaks
Posted by Edge Damodred on Fri Feb 20th at 5:57am 2004


Well, I got a leaky fawcett... and I get memory leaks in my code sometimes because I forgot to free it up before the program was over...If I actually get back into mapping, I'm sure I'll create more leaks. [addsig]



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Re: Leaks
Posted by Dr Brasso on Fri Feb 20th at 6:16am 2004


...good natured-wise asses.....thats what i keep coming back here for....

i had a leak once in the service, but the doc gave me a shot of penicillan, and it sealed right up....

j/k...

Doc Brass...






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