Leaks- the very mention of them can strike terror into the heart of many an inexperienced mapper... but fear not, as this page will show yoau the best known methods of finding and fixing these pesky things. Leaks are simply holes in your map; the problem is that a point based entity can 'touch' the empty void that you're making your map in. If this happens, then you'll be able to see outside your map, so the void won't be filled- and since VIS won't run, then you'll be able to see everything in your map in the direction that you're looking. This inevitably means bad r_speeds!
First of all, make sure you're not making leaks as you go along. Don't leave holes in your map and think to yourself, "oh I'll fix that later"- do it now before you forget. Common mistakes are to-
- Leave holes when placing the SKY brushes around your level
- Not quite fit together vertex manipulated or clipped objects (e.g. rock faces)
- Forget about underwater regions
- Not put a solid wall behind a func_ entity (e.g. func_wall or func_door)
- Leave a point entity (e.g. a track entity) outside the level
Nonetheless, leaks will still happen, and thankfully there are several easy ways of finding and repairing them.
Pointfile |
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This method involves running Half-Life and telling it to point out the leak to you.
Once you've found where the leak is, just plug it up back in Worldcraft and recompile. Note that you can load the pointfile into Worldcraft, but it's useless. |
Block method |
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This method involves finding really annoying leaks that pointfile may have missed.
For this method to work, make sure your info_player_start isn't underneath the big block! |