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Ooh, A Leak!
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#309 Posted by CZG [130.67.143.112], 26/09/2000 20:22 GMT
, Refers to Post #308
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(Note: I know the Quake engine doesn't work at all like this, but this is a model of it that works fine for explaining things for me, so STFU all you engine wizards!)
OK, if you imagine that you are the Quake engine, and you have to remember an entire level, it'd be much easier for you if you knew that you could only walk around on the inside of it, because then you could forget completely about what's on the outside. No if your map leaks, it means that somewhere there is a hole from the playing area of your level and out into the big grey void outside. This would then mean for the Quake engine that you theoretically can get out that hole and see the entire level, outsides and all, all at once. This isn't good, because that's a lot to remember.
So basicly, there is a hole somewhere in your level, and it doesn't neccesary need to be your info_player_start that causes the leak, but the compiler tells you the coordinates of the closest entity to the leak. Now to fix it, you msut first find the leak. Sometimes it is a big gapig hole that you just forgot to fill, and sometimes it can be a tiny crack hidden away in a corner somewhere.
The compiler shold when it reports a leak, also make a pointfile (*.pts) along with your bsp. Make sure both of those files are in the id1/maps/ directory, and then run you map as normal. (you are still able to play your map, only that it will run slower.) Now pull don the console, and type pointfile. Quake will then create a trail of dots from your leaking entity, through the leak, and into the void, that you can follow and then find the leaking area. Then it's just a matter of plugging the leak in your editor, slpa a brush infront of it or strech the surounding brushes together, just get it tightened up.
A lot of nonsense that maybe will help you...[Reply]
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