Leaking Issues

Avatar
MasterLagger
1,695 Posts
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?
Advertisement
Registered users don’t see ads! Register now!
Avatar
Idolon
417 Posts
Posted Aug 19, 2011
Replied 5 minutes later
Did you load your pointfiles?
Avatar
MasterLagger
1,695 Posts
Posted Aug 19, 2011
Replied 8 minutes later
Pointfiles? What's that?
Avatar
Omnicoder
299 Posts
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.

Avatar
MasterLagger
1,695 Posts
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!
Avatar
satchmo
415 Posts
Posted Aug 20, 2011
Replied 21 hours later
Snapping to grid is your friend.
Avatar
MasterLagger
1,695 Posts
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.
Avatar
MutatedTurret
54 Posts
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.
Avatar
ChickenMobile
2,460 Posts
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).

Avatar
The Irate Pirate
236 Posts
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.
Avatar
Rubrica
305 Posts
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.
Avatar
satchmo
415 Posts
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.

Avatar
Rubrica
305 Posts
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.
Avatar
Vordwann
767 Posts
Posted Aug 22, 2011
Replied 3 minutes later
I usually make my wall 16 units thick.
Avatar
satchmo
415 Posts
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.
Advertisement
Registered users don’t see ads! Register now!
Avatar
MasterLagger
1,695 Posts
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.