Leaking Issues
Posted Aug 19, 2011
I'm having trouble trying to find a small leak in my map and I can't find it. I tried looking at the coordinates it gives me in the compile screen but still no luck. Any suggestions?
Registered users don’t see ads!
Register now!
Posted Aug 19, 2011
Replied
5 minutes
later
Did you load your pointfiles?
Posted Aug 19, 2011
Replied
8 minutes
later
Pointfiles? What's that?
Posted Aug 19, 2011
Replied
5 minutes
later
MasterLagger wrote:
Pointfiles? What's that?
Go to map->load pointfile and follow the red line to your leak.
Posted Aug 19, 2011
Replied
4 minutes
later
Found it without the pointfile thing. The floor had a gap about 1 unit so it was hard to spot.
Damn you 1 unit of empty space!
BTW The next time this happens, I'll try the pointfile thing. Thanks anyway!
Damn you 1 unit of empty space!
BTW The next time this happens, I'll try the pointfile thing. Thanks anyway!
Posted Aug 20, 2011
Replied
21 hours
later
Snapping to grid is your friend.
Posted Aug 20, 2011
Replied
59 minutes
later
Yeah, I know. The thing was that I was trying to attach 2 rooms together and I thought the floor was connected. I had to magnify the grid several times to find it. I was also force to set the grid to 1 unit to try to get the rooms to connect properly. Just one of those things.
Posted Aug 21, 2011
Replied
9 hours
later
That's pretty helpful. I myself use snap-grid all the time, but occasionally a block still manages to end up slightly out of position after readjusting dimensions. I used to have to systematically delete entities until I could pinpoint where the leak was coming from.
Posted Aug 21, 2011
Replied
1 hour
later
The point file is the mappers best friend. I never knew it existed (until over a year ago) and to find leaks I made a prefab which I moved till I got it near the leak. Was time consuming and doesn't really find entities with the origin in the middle of nowhere.
I don't know why pointfiles aren't loaded automatically when it detects a leak (or have some sort of option to).
Posted Aug 21, 2011
Replied
3 hours
later
Panel lights single handedly add dozens of leaks to my map, I have to spend 10 minutes at a time redoing the size of the panels around them, it's ridiculous. Without the pointfile it would be impossible to tell what you have done wrong.
Posted Aug 21, 2011
Replied
1 hour
later
Indeed; for such an important instance, you'd think they'd have made it more self-contained.
Posted Aug 22, 2011
Replied
1 day
later
Panel lights should not create such a big problem.
Carefully position the panel light instance in the map (snapping to grid, of course), and clip around it. Be sure not to remove the brush behind the light panel. Just recess it 8 units behind the light, and this should prevent any leaks.
Better yet, after you have one nicely positioned panel, shift-drag that to copy it. Whenever you do a fresh Ctrl-V (paste), the instance does not automatically snap to the grid. Shift-drag is your best friend to avoid leaks.
Posted Aug 22, 2011
Replied
2 minutes
later
Ah, but my walls aren't thick enough to be able to clip around it, normally, so I have to clip in half, create a brush for the back, and make sure the top and bottom are sealed off as well. It's just annoying.
Posted Aug 22, 2011
Replied
3 minutes
later
I usually make my wall 16 units thick.
Posted Aug 22, 2011
Replied
57 minutes
later
My walls are usually 16-32 units thick, depending on whether it's an internal partition or external brush that seals the map.
Registered users don’t see ads!
Register now!
Posted Aug 22, 2011
Replied
12 minutes
later
I usually stick to 16 units, trying to attach rooms together is what forces me to adjust the grid.