Posted by Sushi on Mon Sep 1st at 7:42pm 2003
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Posted by Orpheus on Mon Sep 1st at 7:49pm 2003
| ? posted by Sushi |
| I was reading a tutorial on how to do proper lighting; which I never payed too much attention to besides the basic. So anyway as you know if you type "pointfile" in the console it will generate a number. If the number is 0 then you dont have any leaks. What it didn't cover in the tutorial is: My number was 1034; so does that mean I have 1034 leaks or is that a number telling me the cordinates of my leak? |
the number is how many tiny dots it took to get from point"A" to point "B"
consider yourself lucky, most times it takes about 20,000 points to get there, and its a bitch to find the ending..
if you run out of points, (which it will state clearly you have) add this command to your command line option..
+ 50000 particles..
hope this helps
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Posted by Wild Card on Mon Sep 1st at 7:51pm 2003
and it will show this nice whitish-grey line of dots going all over the place and ending where your leak is.
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Posted by Sushi on Mon Sep 1st at 7:53pm 2003
Still 1034. ![]()
Since I am "The Forum n00b" what do you mean from point A to point B. Yes I may be an idiot but please be patient. And I know it is already certain that I have a leak but does it mean anything that my whole indoor map is light really bright with no light entity; does that mean there are leaks in most of my map; or does the light just spread from one point?
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Posted by Edge Damodred on Mon Sep 1st at 7:55pm 2003
It is basically how many points it take to get from a certain entity(the one listed) to the point where it's leaking. To make it easier to find the leak, since you'll have to go outside the map most likely is to use gl_clear 1 in the console. This will disable the Hall of Mirrors effect you normally get and replace it with a solid red color.
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Posted by Sushi on Mon Sep 1st at 7:59pm 2003
Ok; clipping. A leak can be cuase for instance by two blocks running into each other; right?
Update: Ok I must have done something right becuase I move a wall over a bit and now "pointfile" is only 613 instead of 1034.
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Posted by Wild Card on Mon Sep 1st at 8:05pm 2003
Ok, first off, load the map in the console, not thru the multiplayer menu. Once the map is loaded. bring up the console again (using the funky button next the the 1)
~ <-- that one
type in pointfile 1 and then a series of dots should appear in front of you. As well, you might need to type in noclip if the dots go thru walls. I cant remember if they do or not. But just follow the dots until you reach teh end, that is where your leak is.
As well, a leak will cause your level full bright, the reason for this is because when you compile your map, it will create the level's architecture, then if there are no leaks, it will create the level's lighting. If there is a leak, it will skip the lighting (and the rest of the compile) and make your level full bright (no shadows)
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Posted by Wild Card on Mon Sep 1st at 8:08pm 2003
Definition: Leak: A hole in your level which allows you to see into the void (unwanted) black area. This hole can be big or small.
I have had in my last map (Dark Complex) many leaks between cliff burshes that were not even 1 unit big. Therefore I could not see them by just running around in the 3D view of VHE.
As well, any leak that is (I believe) smaller than 1 unit big will cause Half-Life to freeze once your level is loaded.
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Posted by Sushi on Mon Sep 1st at 8:18pm 2003
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Posted by Sushi on Mon Sep 1st at 8:23pm 2003
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Posted by Wild Card on Mon Sep 1st at 8:24pm 2003
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Posted by Sushi on Mon Sep 1st at 8:51pm 2003
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Posted by Cash Car Star on Mon Sep 1st at 8:59pm 2003
The number you get says absolutely nothing about how good/bad/big/small/ridiculous your map leak is. No assumptions can really be made on the number itself, except for the general complexity of the map. This leak finding info is everywhere though, in fact this site has a pretty good step by step procedure on how to get rid of them.
Other than the fullbright when you have a leak thing, lighting and leaks have little to do with each other.
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Posted by Cash Car Star on Mon Sep 1st at 9:03pm 2003
| ? posted by Wild Card |
|
As well, any leak that is (I believe) smaller than 1 unit big will cause Half-Life to freeze once your level is loaded. |
I just wanna take a second to say I have found this not to be the case. However, some mods will freeze once the leak is being rendered (NS used to do this). I recommend you do all your leak hunting in standard HL.
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Posted by Orpheus on Mon Sep 1st at 9:08pm 2003
| ? posted by Cash Car Star | ||
I just wanna take a second to say I have found this not to be the case. However, some mods will freeze once the leak is being rendered (NS used to do this). I recommend you do all your leak hunting in standard HL. |
i concur.. the pitcrew map had an entire wall missing (about 128x128) and the map ran just fine.. of course do to it not completing the compile the r's were enormous, but the point is, the map didnt crash..
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Posted by Sushi on Mon Sep 1st at 9:14pm 2003
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Posted by Orpheus on Mon Sep 1st at 9:18pm 2003
*sighs*
geocities strikes again..
i suggest you contact lep for some decent storage..
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Posted by Wild Card on Mon Sep 1st at 9:19pm 2003
| ? posted by Orpheus | ||||
i concur.. the pitcrew map had an entire wall missing (about 128x128) and the map ran just fine.. of course do to it not completing the compile the r's were enormous, but the point is, the map didnt crash.. |
Orph, read carfully, I said smaller than 1 unit
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Posted by Sushi on Mon Sep 1st at 9:20pm 2003
Is it bad that all the points are on the outise of my map; you know the part that kinda looks all blurry.
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Posted by Wild Card on Mon Sep 1st at 9:22pm 2003
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