Leak hull 0
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Re: Leak hull 0
Posted by fishy on Fri Dec 12th at 7:39am 2003


? posted by Gorbachev
DON'T LET ANY ENTITY REACH THE VOID. IT WILL KILL IT AND YOUR MAP! (Any entity reaching the void is a leak. Your map will not compile properly and WILL look like crap. Fix it, be merry!)

what about func_water then?





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Re: Leak hull 0
Posted by Orpheus on Fri Dec 12th at 10:56am 2003


? posted by fishy
? posted by Gorbachev
DON'T LET ANY ENTITY REACH THE VOID. IT WILL KILL IT AND YOUR MAP! (Any entity reaching the void is a leak. Your map will not compile properly and WILL look like crap. Fix it, be merry!)

what about func_water then?

func_water included :/

if you do not have some sort of a world solid between it and the void, the result is the same,

[addsig]




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Re: Leak hull 0
Posted by fishy on Fri Dec 12th at 7:32pm 2003


nope. at least not on any compile i've ever run.

i'm not saying it works the same as a world brush and can be used to block leaks. i know it can't do that. but it can extend into the void through a normal brush without causing any problems.





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Re: Leak hull 0
Posted by Cash Car Star on Sat Dec 13th at 1:17am 2003


Brush entites have more leeway than point entites with being in the void, as long as they aren't completely in the void. Regardless, it's a sloppy mapping practice to let this happen - not an evil or wrong one, just a sloppy one.



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Re: Leak hull 0
Posted by Gorbachev on Sat Dec 13th at 1:34am 2003


Brush based entities can extend OUT of a solid into the void, or touch a bit whilst being inside a solid brush, but if they aren't then it's leak time. [addsig]



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Re: Leak hull 0
Posted by Dr Brasso on Sat Dec 13th at 3:40am 2003


? posted by www.snarkpit.com http:>Cash Car Star
Brush entites have more leeway than point entites with being in the void, as long as they aren't completely in the void. Regardless, it's a sloppy mapping practice to let this happen - not an evil or wrong one, just a sloppy one.

what he said....

Doc Brass...

[addsig]




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Re: Leak hull 0
Posted by Orpheus on Sat Dec 13th at 11:13pm 2003


? posted by Orpheus
? posted by fishy
? posted by Gorbachev
DON'T LET ANY ENTITY REACH THE VOID. IT WILL KILL IT AND YOUR MAP! (Any entity reaching the void is a leak. Your map will not compile properly and WILL look like crap. Fix it, be merry!)

what about func_water then?

func_water included :/

if you do not have some sort of a world solid between it and the void, the result is the same,

[addsig]




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Re: Leak hull 0
Posted by Orpheus on Sat Dec 13th at 11:51pm 2003


double post

[addsig]




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Re: Leak hull 0
Posted by Hornpipe2 on Mon Dec 15th at 7:59am 2003


I compiled the SPLA map leak-free and a corner of my func_water, func_bubbles, and func_illusionary were all in the void through a world brush. [addsig]



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Re: Leak hull 0
Posted by ReNo on Mon Dec 15th at 1:42pm 2003


Hmm, Orph I think I know what you are saying, but its sorta wrong, and you know that too if I recall correctly.

A brush entity CAN touch the void without causing a leak, provided (I don't KNOW if this is right, but it seems reasonable) the origin of the brush is within a sealed map. This is in fact true with ALL entities as far as I am aware, I often have quite a significant portion of large scaled env_sprites or env_glows out in the void, and provided the origin is within a sealed map, there is no problem.

Orph, you kinda taught me this I think, as I was always piecing together water out of multiple brushes following the edges of the water boundaries, whereas you simply made one big brush covering the entire region.

[addsig]




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Re: Leak hull 0
Posted by Orpheus on Mon Dec 15th at 2:14pm 2003


Duncan, that was me

anywhos' my example is from Apex, the water trap was a water brush acting like a func_door, the water actually was compiled in the void, all except about 6 inches in the bottom of the pool, but the floor of the pool was a world solid, and sealed the hole under the water from the void ..

it i confused anyone i am sorry, it seemed clear to me tho, so i didn't elaborate on it more..

again, my apologies.

[addsig]





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