Cleaning the void (HOM effect)

Cleaning the void (HOM effect)

Re: Cleaning the void (HOM effect) Posted by Failsafe on Mon Dec 15th 2003 at 3:25am
Failsafe
49 posts
Posted 2003-12-15 3:25am
Failsafe
member
49 posts 65 snarkmarks Registered: May 5th 2003 Occupation: student Location: Midwest, USA
EDIT [size=13][color=gold]leak found [size=18][color=red]EDIT[/color][/size][/color][/size]

Hello fellow snarkpit go'ers...I am looking for a command to put in the console that I've heard about.

I need to stop the hall of mirrors effect to find a complex leak in my map, and i have forgotten the command to "clean" the void." I know how to find the leak itself through the pointfile, becuase that is very basic, but the points go everywhere with the HOM...Almost impossible to follow.

Is there really a command for my needs? If so, please share it with me. Help is very appreciated :smile:
Re: Cleaning the void (HOM effect) Posted by Human on Mon Dec 15th 2003 at 3:37am
Human
6 posts
Posted 2003-12-15 3:37am
Human
member
6 posts 1 snarkmarks Registered: Dec 14th 2003
Sorry... dont know. But you can always try the block search!
Re: Cleaning the void (HOM effect) Posted by Campaignjunkie on Mon Dec 15th 2003 at 4:00am
Campaignjunkie
1309 posts
Posted 2003-12-15 4:00am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Console command:

gl_clear 2

Makes the "void" a red background. Make sure developer mode is on and you're in single-player when doing it.
Re: Cleaning the void (HOM effect) Posted by ReNo on Mon Dec 15th 2003 at 1:31pm
ReNo
5457 posts
Posted 2003-12-15 1:31pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Does it have to be 2? I'm quite certain I use 1, although typing it has become second nature so I don't actually know for sure.

As a sidethought on having trouble following pointfiles, do you think it would be a good idea to perhaps reduce the max rendered distance of the map if you know there is a leak? Often when I have leaks they are on large and complex maps, so when out in the void the whole map is rendered, making it run extremely slowly, and meaning there are loads of points criss-crossing around, making the tracing process tricky. If you cut down the max rendered distance then it would run nice and smooth, and (I don't know if this would be true) perhaps only the points within your vision range would be drawn.

Obviously this would only be useful on complex maps where you are having real trouble following the pointfile, as its a bit of hassle going and changing the settings and recompiling, but its just a little thought.
Re: Cleaning the void (HOM effect) Posted by Cash Car Star on Mon Dec 15th 2003 at 7:24pm
Cash Car Star
1260 posts
Posted 2003-12-15 7:24pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I'm fairly certain chopping down max view distance doesn't do a thing for you in terms of speeding up rendering. R_speeds are certainly constant.
Re: Cleaning the void (HOM effect) Posted by ReNo on Mon Dec 15th 2003 at 7:30pm
ReNo
5457 posts
Posted 2003-12-15 7:30pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Sorry I should actually have stated I meant the compile tool command added in MHLT17, although come to think of it I think its actually a command for VIS and so would be impossible to use on a leaking map anyway :sad:
Re: Cleaning the void (HOM effect) Posted by Campaignjunkie on Mon Dec 15th 2003 at 10:30pm
Campaignjunkie
1309 posts
Posted 2003-12-15 10:30pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Not really a problem for me. I just load the pointfile in VHE 3.5 - it's a bit buggy, but still quite functional. Saves a lot of time when I'm fixing, say, 15 leaks. :biggrin:
Re: Cleaning the void (HOM effect) Posted by Orpheus on Mon Dec 15th 2003 at 10:32pm
Orpheus
13860 posts
Posted 2003-12-15 10:32pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Campaignjunkie said:
Not really a problem for me. I just load the pointfile in VHE 3.5 - it's a bit buggy, but still quite functional. Saves a lot of time when I'm fixing, say, 15 leaks. :biggrin:
i have a tough time imagining only 1, how does one create multiple leaks?

i must be a freak, i create at most 1 per map.. :/
Re: Cleaning the void (HOM effect) Posted by ReNo on Mon Dec 15th 2003 at 11:17pm
ReNo
5457 posts
Posted 2003-12-15 11:17pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Wow, you are one lucky devil then Orph, I almost always have at least one per compile. Most of them come from workwork though I guess, which is all I've done for quite some time :biggrin:
Re: Cleaning the void (HOM effect) Posted by Orpheus on Mon Dec 15th 2003 at 11:30pm
Orpheus
13860 posts
Posted 2003-12-15 11:30pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Duncan, it doesn't take an Einstein to see that my style of mapping is all straight lines, i would imagine that 90* angles are less hole inviting than your famous rock works.

i just love to look in hammer and see all straight angles :biggrin: , clean brushwork is very cool IMO.
Re: Cleaning the void (HOM effect) Posted by ReNo on Mon Dec 15th 2003 at 11:43pm
ReNo
5457 posts
Posted 2003-12-15 11:43pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
LOL, sometime I should try making a map that looks clean in hammer, I'm sure it can be done.

Oh and Orph, I don't use Visgroups, imagine my 2D views after a while :biggrin:
Re: Cleaning the void (HOM effect) Posted by Cash Car Star on Mon Dec 15th 2003 at 11:46pm
Cash Car Star
1260 posts
Posted 2003-12-15 11:46pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
ReNo said:
Wow, you are one lucky devil then Orph, I almost always have at least one per compile. Most of them come from workwork though I guess, which is all I've done for quite some time :biggrin:
I tell ya, that workwork...
Re: Cleaning the void (HOM effect) Posted by ReNo on Mon Dec 15th 2003 at 11:48pm
ReNo
5457 posts
Posted 2003-12-15 11:48pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Work for the sake of work, its a tough job!

/me sulks in the face of another typo
Re: Cleaning the void (HOM effect) Posted by Orpheus on Mon Dec 15th 2003 at 11:59pm
Orpheus
13860 posts
Posted 2003-12-15 11:59pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ReNo said:
Work for the sake of work, its a tough job!

/me sulks in the face of another typo
coulda been worse duncan, you coulda hit the "P" and made it porkwork... something i would rather not have to envision :lol:
Re: Cleaning the void (HOM effect) Posted by ReNo on Tue Dec 16th 2003 at 12:06am
ReNo
5457 posts
Posted 2003-12-16 12:06am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
LOL, woulda had a hard time explaining why I made a typo like that wouldn't I :lol: