Another weird problem

Another weird problem

Re: Another weird problem Posted by matt on Fri Dec 5th 2003 at 5:29pm
matt
1100 posts
Posted 2003-12-05 5:29pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Pictures will explain this better than words:

User posted image

And in VHE:

User posted image

Any ideas?
Re: Another weird problem Posted by Forceflow on Fri Dec 5th 2003 at 5:32pm
Forceflow
2420 posts
Posted 2003-12-05 5:32pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
did you run a full VIS ? Any leak reports ?
Re: Another weird problem Posted by matt on Fri Dec 5th 2003 at 5:33pm
matt
1100 posts
Posted 2003-12-05 5:33pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Matt\My Documents\mapping\map.map" "C:\Sierra\Half-Life\valve\maps\map.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Sierra\Half-Life\valve\maps\map.map
CreateBrush: 0...1...2...3...4...5...6...7...Entity 0, Brush 74: A 'Unknown Class' @(0,0,0) has a coplanar plane at (52, -162, 12), texture AAATRIGGER
8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \sierra\half-life\valve\halflife.wad
added 3 additional animating textures.
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
1 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
LoadPortals: couldn't read C:\Sierra\Half-Life\valve\maps\map.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

No vis information, direct lighting only.
649 faces
26335 square feet [3792329.50 square inches]
2419 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (1)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/400 256/25600 ( 1.0%)
planes 1550/32767 31000/655340 ( 4.7%)
vertexes 959/65535 11508/786420 ( 1.5%)
nodes 365/32767 8760/786408 ( 1.1%)
texinfos 108/8192 4320/327680 ( 1.3%)
faces 649/65535 12980/1310700 ( 1.0%)
clipnodes 644/32767 5152/262136 ( 2.0%)
leaves 204/8192 5712/229376 ( 2.5%)
marksurfaces 836/65535 1672/131070 ( 1.3%)
surfedges 3147/512000 12588/2048000 ( 0.6%)
edges 1668/256000 6672/1024000 ( 0.7%)
texdata [variable] 1192/2097152 ( 0.1%)
lightdata [variable] 61293/2097152 ( 2.9%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 1170/131072 ( 0.9%)

Total BSP file data space used: 164275 bytes

1 seconds elapsed

** Executing...
** Command: C:\Sierra\HALF-L~1\hl.exe
** Parameters: -dev -console +map "map"
Re: Another weird problem Posted by Forceflow on Fri Dec 5th 2003 at 5:34pm
Forceflow
2420 posts
Posted 2003-12-05 5:34pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
matt said:
qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
1 seconds elapsed

couldn't read C:SierraHalf-Lifevalvemapsmap.prt
No vising performed.

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmap"

No vis information, direct lighting only.
** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -dev -console +map "map"
What about these parts ...

Those textures you'r trying to get there (cool idea, btw) are light textures ... Whenever a leak or a problem is detected, the light will not get to your map ... just no compiling of the light ...
Re: Another weird problem Posted by Neural Scan on Fri Dec 5th 2003 at 5:37pm
Neural Scan
150 posts
Posted 2003-12-05 5:37pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
Could be a Hall of Mirrors, but the pic is a bit dark so I can't see. Is there any wierd stuff going on in that blackness or has that brush just disappeared?

Oooh and look what I just found in your log:

CreateBrush: 0...1...2...3...4...5...6...7...Entity 0, Brush 74: A 'Unknown Class' @(0,0,0) has a coplanar plane at (52, -162, 12), texture AAATRIGGER
Re: Another weird problem Posted by matt on Fri Dec 5th 2003 at 5:46pm
matt
1100 posts
Posted 2003-12-05 5:46pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Just replcaed the textures, to see if it was the texture, but:

User posted image
Re: Another weird problem Posted by Neural Scan on Fri Dec 5th 2003 at 5:50pm
Neural Scan
150 posts
Posted 2003-12-05 5:50pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
You got a leak and something wierd with a solid with the AAAtrigger texture. Fix those first, then see. Check that brush for problems also.
Re: Another weird problem Posted by matt on Fri Dec 5th 2003 at 5:55pm
matt
1100 posts
Posted 2003-12-05 5:55pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Tried it, but the more i find and delte brush 74, the less map i have! (Perhaps I'm not doing this right?)
Re: Another weird problem Posted by Neural Scan on Fri Dec 5th 2003 at 6:02pm
Neural Scan
150 posts
Posted 2003-12-05 6:02pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
I think it's better to wait for someone who knows what they're doing, I'm lost now :dizzy:
Re: Another weird problem Posted by matt on Fri Dec 5th 2003 at 6:06pm
matt
1100 posts
Posted 2003-12-05 6:06pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Me2!
Re: Another weird problem Posted by Forceflow on Fri Dec 5th 2003 at 6:11pm
Forceflow
2420 posts
Posted 2003-12-05 6:11pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Check this tut: (a couple of error messages you had in your report are explained there:)

http://www.snarkpit.com/editing.php?page=tutorials&id=2
Re: Another weird problem Posted by matt on Fri Dec 5th 2003 at 6:31pm
matt
1100 posts
Posted 2003-12-05 6:31pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
That just makes no sense whatsoever...
Re: Another weird problem Posted by Tracer Bullet on Fri Dec 5th 2003 at 7:50pm
Tracer Bullet
2271 posts
Posted 2003-12-05 7:50pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I see 2 problems.

a. coplanar plane

b. leak

both of these things need to be fixed before anything else can be done. first of GET ZONER'S COMPILE TOOLS. Honestly, you have been around here a while. there is a very good reason why we recomend these tools. primarily they have very good easy to understand error reporting.

Problem a

a coplanr plane is a brush that has too many verticies in a plane. for instance, if you look at a cube in vertex manipulation mode, it should show you eight vertecies, one for each corner. an example of a coplanar plane is if that cube had ten verticies, with two of them in the same plane with four others. the example below is a two demensional illistration. you do not have to delete a brush with coplanar planes. just vertex manipulate the offending vertices so that they are no longer coplanar with the others, or merge them with the others to go back to a propper cube with only 8 verticies.

A good square

.___.

.___.

A coplanar square

...

...

Problem b.

there are many ways to find leaks. first, try looking around in hammer for any holes in your map. next load the pointfile in game (after fixing that coplanar plane) and fallow it to the source of the leak ( cmd = "pointfile 1")

finaly, if all else fails, start a process of elimination where you use a big cube of sky brush to cover whole sections of your map, and then compiling to see if the leak is gone. this way you can localize the area of the leak to that which you covered in the sky brush.

oh, and GET ZONER's TOOLS!!

Emphasis added by CCS
Re: Another weird problem Posted by fishy on Sat Dec 6th 2003 at 4:52am
fishy
2623 posts
Posted 2003-12-06 4:52am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
tb, there are 8 vertices on a cube. :razz:

but i totaly agree with the red bit.
Re: Another weird problem Posted by Tracer Bullet on Sat Dec 6th 2003 at 6:14am
Tracer Bullet
2271 posts
Posted 2003-12-06 6:14am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Doh! final exams are screwing with my head.
Re: Another weird problem Posted by mazemaster on Sat Dec 6th 2003 at 9:28am
mazemaster
890 posts
Posted 2003-12-06 9:28am
890 posts 438 snarkmarks Registered: Feb 12th 2002
If the angle on the inner thing is not 45 degrees then the brush is most likely invalid. Look at the face - it probably is skew.<!-- Kerio Popup Killer - script has been appended by KPF --><!-- Kerio Popup Killer - end of the script appended by KPF-->
Re: Another weird problem Posted by Orpheus on Sat Dec 6th 2003 at 11:03am
Orpheus
13860 posts
Posted 2003-12-06 11:03am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
may be my imagination but, matt has been told more than once about zoners tools, and if i recall he stated that he got them, now IMO anyone who can't do that, doesn't want our help.. maybe we should grant his request and ignore his halfhearted pleas?
Re: Another weird problem Posted by matt on Sat Dec 6th 2003 at 11:08am
matt
1100 posts
Posted 2003-12-06 11:08am
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Orpheus said:
may be my imagination but, matt has been told more than once about zoners tools, and if i recall he stated that he got them...
Is there some law saying I have to use Zoners? I stopped using them cos non of my maps would ever compile propery with it. Zoners attitude is that every single thing in the map has to be perfect. Finding leask with zoners is pain anyway, because half the time there impossible to find!
Re: Another weird problem Posted by Orpheus on Sat Dec 6th 2003 at 11:30am
Orpheus
13860 posts
Posted 2003-12-06 11:30am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
matt said:
Orpheus said:
may be my imagination but, matt has been told more than once about zoners tools, and if i recall he stated that he got them...
Is there some law saying I have to use Zoners? I stopped using them cos non of my maps would ever compile propery with it. Zoners attitude is that every single thing in the map has to be perfect. Finding leask with zoners is pain anyway, because half the time there impossible to find!
you know, you posted this question and answered it in the same paragraph, as i read it, the answer is emphatically "YES"

zoners forces people to map correctly, listen to them, in the end you will benefit more.

my advice, stop making leaks if you don't want to have to look for them.
Re: Another weird problem Posted by Forceflow on Sat Dec 6th 2003 at 4:48pm
Forceflow
2420 posts
Posted 2003-12-06 4:48pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Myeah, if you really take a good look at how both compilers do their job ... zoner's tools are just waaaay more efficient ...
Re: Another weird problem Posted by matt on Sat Dec 6th 2003 at 5:45pm
matt
1100 posts
Posted 2003-12-06 5:45pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
zoners reinstalled

Considering I have the old light everywhere, all the time prob now, what the hell does this mean? :

** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Matt\My Documents\mapping\map.map" "C:\Sierra\Half-Life\valve\maps\map.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe C:\Sierra\Half-Life\valve\maps\map

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering C:\Sierra\Half-Life\valve\maps\map.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.84 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.13 seconds)
Using WAD File: \sierra\half-life\valve\halflife.wad
added 3 additional animating textures.
Texture usage is at 0.36 mb (of 4.00 mb MAX)
2.02 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe C:\Sierra\Half-Life\valve\maps\map

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 319, 223, 40)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

1.81 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe C:\Sierra\Half-Life\valve\maps\map
There was a problem compiling the map.
Check the file C:\Sierra\Half-Life\valve\maps\map.log for the cause.
----- END hlvis -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\map"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe C:\Sierra\Half-Life\valve\maps\map
There was a problem compiling the map.
Check the file C:\Sierra\Half-Life\valve\maps\map.log for the cause.
----- END hlrad -----

** Executing...
** Command: C:\Sierra\HALF-L~1\hl.exe
** Parameters: -dev -console +map "map"
Re: Another weird problem Posted by Tracer Bullet on Sat Dec 6th 2003 at 6:27pm
Tracer Bullet
2271 posts
Posted 2003-12-06 6:27pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Super. you solved problem a. and got zoners tools

now on to problem b. you have one or more leaks. that is why your map is rendered fullbright. find them useing any one of the three seperate techniques I have already listed.

here is the full description of your problem right in the compile log:

Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 319, 223, 40)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Re: Another weird problem Posted by Dr Brasso on Sat Dec 6th 2003 at 6:27pm
Dr Brasso
1878 posts
Posted 2003-12-06 6:27pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
dude.....you have a friggin leak....find it and fix it no matter what else you do today eh?....that should be yer first order of business now that zoner's in the picture....

one kink at a time man, and remember, good mapping practices saves alot of headaches...**humming mr. rogers theme** :heee:

Doc Brass... :dodgy:
Re: Another weird problem Posted by matt on Sat Dec 6th 2003 at 6:32pm
matt
1100 posts
Posted 2003-12-06 6:32pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
How do I do that, and please don't say manually....
Re: Another weird problem Posted by Monqui on Sat Dec 6th 2003 at 7:34pm
Monqui
743 posts
Posted 2003-12-06 7:34pm
Monqui
member
743 posts 94 snarkmarks Registered: Sep 20th 2002 Occupation: Poor College Student Location: Iowa, USA
I don't know what to tell ya here matt... You made an error in your map somewhere (creating a leak), you need to go fix it. There really isn't an "automatic" program used to just fix leaks.
Re: Another weird problem Posted by Dr Brasso on Sat Dec 6th 2003 at 7:52pm
Dr Brasso
1878 posts
Posted 2003-12-06 7:52pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
if yer not able or willing to use the point file, then next would be....

the block method....

build a block thats as tall or taller than the room yer working in, stretch it so it covers whatever spot you want to check.....joint to joint....if it goes away, yer lleaks in that area...only need to do a csg and bsp conpile to find out (cuts the conpile time)

keep stretching or changing it till you find all yer leaks, and pay close attention to th compile log...

doc Brass... :dodgy:
Re: Another weird problem Posted by Gorbachev on Sat Dec 6th 2003 at 8:34pm
Gorbachev
1569 posts
Posted 2003-12-06 8:34pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Any map that doesn't compile properly should never be released. If you can't find a tutorial here, there is your good friend www.google.com and you can read the help file included in Hammer.
Re: Another weird problem Posted by Gorbachev on Sat Dec 6th 2003 at 8:35pm
Gorbachev
1569 posts
Posted 2003-12-06 8:35pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Dr Brasso said:
if yer not able or willing to use the point file, then next would be....

the block method....

build a block thats as tall or taller than the room yer working in, stretch it so it covers whatever spot you want to check.....joint to joint....if it goes away, yer lleaks in that area...only need to do a csg and bsp conpile to find out (cuts the conpile time)

keep stretching or changing it till you find all yer leaks, and pay close attention to th compile log...

doc Brass... :dodgy:
It'll do this anyway, VIS and RAD cannot run under any circumstance if you have a leak.
Re: Another weird problem Posted by Dr Brasso on Sat Dec 6th 2003 at 10:34pm
Dr Brasso
1878 posts
Posted 2003-12-06 10:34pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
true..it was a generlized statement meaning, when compiling for structural integrity, its all thats needed.....thanx for the clarification gorby..

Doc Brass... :dodgy:
Re: Another weird problem Posted by Hornpipe2 on Sat Dec 6th 2003 at 11:12pm
Hornpipe2
636 posts
Posted 2003-12-06 11:12pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Map->Check for problems will most likely find invalid solid structures if that's the case, I don't know if it looks for coplanar faces though.
Re: Another weird problem Posted by Tracer Bullet on Sat Dec 6th 2003 at 11:27pm
Tracer Bullet
2271 posts
Posted 2003-12-06 11:27pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Alt-P :wink:

I don't think it will find coplanar faces though. not sure...
Re: Another weird problem Posted by mazemaster on Sun Dec 7th 2003 at 3:55am
mazemaster
890 posts
Posted 2003-12-07 3:55am
890 posts 438 snarkmarks Registered: Feb 12th 2002
Heres what I was talking about earlier:

User posted image

Note that in this pic it is highly exxagerated to demonstrate the principle - in your map the difference may be so small it is hard to notice.<!-- Kerio Popup Killer - script has been appended by KPF -->
<SCRIPT type=text/javascript>
<!--
nopopups();
-->
</SCRIPT>
<!-- Kerio Popup Killer - end of the script appended by KPF-->
Re: Another weird problem Posted by Hornpipe2 on Sun Dec 7th 2003 at 4:02am
Hornpipe2
636 posts
Posted 2003-12-07 4:02am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Brush with coplanar faces:

User posted image

EDIT: Also, don't you already KNOW where the leak is since there's a big hole in the floor in that screenshot you took before?
Re: Another weird problem Posted by matt on Sun Dec 7th 2003 at 11:22am
matt
1100 posts
Posted 2003-12-07 11:22am
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
No, I've fixed that one...