Re: structures
Posted by Orpheus on
Mon Jun 12th 2006 at 11:53am
Posted
2006-06-12 11:53am
Orpheus
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Explain to my old tired self. What game is that?
The best things in life, aren't things.
Re: structures
Posted by mammba on
Mon Jun 12th 2006 at 1:30pm
mammba
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That would be the null texture that YOU recomended when i asked for help with my "texture problem" =P
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I've prolly spent more hours playing NS than any other online game. Unfortunately I have spent 0 hours mapping for it. Which leads me to the question of why I'm posting this...
Although I am very curious about this 'building outside the map' thing...
Re: structures
Posted by mammba on
Mon Jun 12th 2006 at 11:49pm
Posted
2006-06-12 11:49pm
mammba
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Ah ok, it probably is because of the box I've put around ! (YES i know im not
supos to, but what can u do when u have tryde to find those damn leaks for
"10 years", and tryed every method ever written on the nett without any success? =P
I guess i HAVE to fix them somehow, but the coordinats given in the logg seams to be way out of line ! Cause the log says the leak is in the midle of a room, with no brush anywhere near it. So.. i dunno.. =P
Either someone here know of a very smart method that is effective, ore I?ll just give up mapping =P Cause this sux =) =D
Re: structures
Posted by fishy on
Tue Jun 13th 2006 at 12:53am
Posted
2006-06-13 12:53am
fishy
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imagine that all the entities in your map spray out water. when there is a leak, the log tells you that water is escaping, and give you the co-ordinates of the entity that the water is coming from .
map>load pointfile will draw a red line in the editor (hammer3.5) that starts at the entity. follow the line until you see where it leaves the map.
i eat paint
Re: structures
Posted by mammba on
Tue Jun 13th 2006 at 2:38am
mammba
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Ok, well that makes sence... but the lines dont go to any entity!... and they go straight through brushes aswell (brushed that have not been cut or carved) .. and that does NOT make sence (to me atleast)
Re: structures
Posted by Crono on
Tue Jun 13th 2006 at 4:05am
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They could be non-world brushes against the void. (Which you cannot do, since there is no sealing hull for which the game can render inside of! How else would it know the bounds?)
Blame it on Microsoft, God does.
Re: structures
Posted by Orpheus on
Tue Jun 13th 2006 at 11:41am
Posted
2006-06-13 11:41am
Orpheus
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whispers
I might be wrong but particles was one of the few commands that needed a + sign?? "+particles 80000"
Been to long. /Me can't remember.
The best things in life, aren't things.
Re: structures
Posted by mammba on
Wed Jun 14th 2006 at 7:09am
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Ok, I tryed the box method, and it worked (kind of)
Cause now i see i got leaks all ower, witch i think is strange, cause I always
got "snap to grid" ON, but the walls leak anyways.. and i cant understand why.
Mabye its just will be easyer to start the map all ower again, but i bet the same problem will accure allong the way.
If i build a simple room (like the cube i boxed the map in with) It will be allright!
But the second I splitt a wall up, to make a door ore whatever, it leaks nomater how simple i keep it.
So, mabye I'll just give up that map.
Re: structures
Posted by M_Gargantua on
Wed Jun 14th 2006 at 3:14pm
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easier then the bigbox method is to load the yourmapname.lin and go to where the line is pink, then following it to where its red, then following that until it gets inside the level.
it works better then the .pts file becasue the way hammer renders the .pts information makes it a bit hard to follow.
and if its going through a wall, thats because the wall is an entity. you might have tied it to a func_wall or some other entity by accident (or on purpose if you didn't know entities cause leaks). select it and press to world on the side of your screen.
and if after that they're still walking through your walls, make sure their spawn points aren't in the ground. If that checks out then put clip brushes over your walls.