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Post by znork on Jun 3, 2015 17:23:43 GMT -5
I spend the last 4 hours looking for an apparent leak in my pretty small map, consisting of 3 rooms connected by 3 corridors. There are not many items in my map, just a few weapons for a bit of playtesting. I tried the Qoole leak function (thanks for that!), but it shows a straight line out of the map from a deathmatch spawn point that goes straight up, through the roof. The roof is made of a single solid brush with a regular metal texture. How can 1 brush have a hole in it? I didn't carve anything. Desperately, I drew a huge box around all of my map, just to test whether the problem would be gone. The map still leaks! And again, Qoole's leak finder shows that the light is leaving the map straight through a 256 units thick solid wall. What the heck? ;DD I really love this editor, but I cannot find out whats going wrong here. Of course I may have missed a hole, but with that giant box around the whole map - how can it still leak? Right through solid square brushes? P.S. the map compiled correctly in an earlier stage, and did not start leaking untill I added the third room. I have checked each and every corner over and over again, sealed off the entire room with a new layer, etc etc. I used large brushes to block off certain areas of the map, moving it further inward untill it starts leaking, but when it does, I see absolutely no gaps at all. What can be wrong? Did i perhaps mess up with some entity, giving a brush some special property so it no longer blocks light? Anyone who cares to check out the map to help, see the attachment. thanks Daniel Attachments:2box5v5.map (362.47 KB)
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Post by sP1Sp0pD on Jun 3, 2015 20:41:01 GMT -5
You could've simply attached your .map file to this post instead of asking people to spam you via email.
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Post by znork on Jun 4, 2015 4:55:37 GMT -5
You're right, sp1s, i attached it now.
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Post by znork on Jun 4, 2015 7:47:11 GMT -5
lol ;-)
Well, I am at a total loss. I deleted the entire map all the way back to to the very small room i started with (a 2box4 replica, maps dont get simpler than that) but even that is leaking now, while it has compiled correctly for at least 100 times over the past week.
What the heck !??!
If anyone knows, are there any other reasons for leaking maps other than the playing area not being entirely sealed? Did I accidentally put a light entity somewhere far away in the void where I cant see it?
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Post by sP1Sp0pD on Jun 4, 2015 11:13:32 GMT -5
There were three leaks actually, not just one. They occur because brushes 12, 19, and 20 are not strictly adjacent to each other (nor they are aligned to the grid). Here is the quick'n'dirty patch I had to make to avoid the leaks and let the map to compile (you'll still need to further clean these brushes up and get rid of fractional coordinates): --- 2box5v5.map +++ 2box5v5_fixed.map @@ -117,14 +117,14 @@ } // brush 12 { -( 0 -256 0 ) ( 0 -256 -4096 ) ( -4096 -256 0 ) e1u1/grnx2_3 32 64 0 1 1 -( 944 0 0 ) ( 944 -4096 0 ) ( 1937 0 -3974 ) e2u3/rmetal6_1 0 64 0 1 1 -( 0 0 192 ) ( -4096 0 192 ) ( 0 -4096 192 ) e1u1/grnx2_3 32 0 0 1 1 -( 0 512 0 ) ( -4096 512 0 ) ( 0 512 -4096 ) e1u1/grnx2_3 32 64 0 1 1 -( 960 0 0 ) ( 960 0 -4096 ) ( 960 -4096 0 ) e1u1/grnx2_3 0 64 0 1 1 -( 0 0 256 ) ( 0 -4096 256 ) ( -4096 0 256 ) e1u1/grnx2_3 32 0 0 1 1 -( 0 -115 0 ) ( 0 -918 -4016 ) ( -4016 688 0 ) e1u1/grnx2_3 32 64 0 1 1 -( 0 371 0 ) ( -4016 -432 0 ) ( 0 1174 -4016 ) e1u1/grnx2_3 32 64 0 1 1 +( 960.125 -256 192 ) ( 897.375 -256 192 ) ( 960.125 -256 234.25 ) e1u1/grnx2_3 32 64 0 1 1 +( 896 512 192 ) ( 880 496 256 ) ( 896 -256 192 ) e2u3/rmetal6_1 0 64 0 1 1 +( 960 512 192 ) ( 896 -256 192 ) ( 960 -256 192 ) e1u1/grnx2_3 32 0 0 1 1 +( 960 512 254.75 ) ( 896 512 192 ) ( 960 512 192 ) e1u1/grnx2_3 32 64 0 1 1 +( 960 512 192 ) ( 960 -256 256 ) ( 960 512 254.875 ) e1u1/grnx2_3 0 64 0 1 1 +( 960 -256 256 ) ( 880 496 256 ) ( 960 511.75 256 ) e1u1/grnx2_3 32 0 0 1 1 +( 960.125 -256 256 ) ( 896.125 -256 192 ) ( 880.125 -240 256 ) e1u1/grnx2_3 32 64 0 1 1 +( 960 511.75 256 ) ( 880 496 256 ) ( 960 512 254.75 ) e1u1/grnx2_3 32 64 0 1 1 } // brush 13 { @@ -184,25 +184,25 @@ } // brush 19 { -( 0 -320 0 ) ( 0 -320 -4096 ) ( -4096 -320 0 ) e2u3/rmetal6_1 0 0 0 1 1 +( -128 -320 192 ) ( 896 -320 256 ) ( 896 -320 192 ) e2u3/rmetal6_1 0 0 0 1 1 ( -128 0 0 ) ( -128 -4096 0 ) ( -128 0 -4096 ) e2u3/rmetal6_1 0 0 0 1 1 -( 0 0 192 ) ( -4096 0 192 ) ( 0 -4096 192 ) e2u3/rmetal6_1 0 0 0 1 1 -( 0 -304 0 ) ( -4096 -304 0 ) ( 0 -1297 -3974 ) e2u3/rmetal6_1 0 0 0 1 1 -( 896 0 0 ) ( 896 0 -4096 ) ( 896 -4096 0 ) e2u3/rmetal6_1 0 0 0 1 1 -( 0 0 256 ) ( 0 -4096 256 ) ( -4096 0 256 ) e1u1/grnx2_3 0 0 0 1 1 -( -115 0 0 ) ( -918 -4016 0 ) ( -918 0 -4016 ) e2u3/rmetal6_1 0 0 0 1 1 -( 883 0 0 ) ( 1686 0 -4016 ) ( 1686 -4016 0 ) e2u3/rmetal6_1 0 0 0 1 1 +( 896 -320 192 ) ( -128 -256 192 ) ( -128 -320 192 ) e2u3/rmetal6_1 0 0 0 1 1 +( -112 -240 256 ) ( -128 -256 192 ) ( 880 -240 256 ) e2u3/rmetal6_1 0 0 0 1 1 +( 896 -320 256 ) ( 896 -256 192 ) ( 896 -320 192 ) e2u3/rmetal6_1 0 0 0 1 1 +( 896 -320 256 ) ( -112 -240 256 ) ( 880 -240 256 ) e1u1/grnx2_3 0 0 0 1 1 +( -127.75 -320 256 ) ( -128 -256 192 ) ( -112 -240 256 ) e2u3/rmetal6_1 0 0 0 1 1 +( 880 -240 256 ) ( 896 -256 192 ) ( 896 -320 256 ) e2u3/rmetal6_1 0 0 0 1 1 } // brush 20 { -( 0 -256 0 ) ( 0 -256 -4096 ) ( -4096 -256 0 ) e1u1/grnx2_3 32 0 0 1 1 +( -224 -256 256 ) ( -128 -256 192 ) ( -224 -256 192 ) e1u1/grnx2_3 32 0 0 1 1 ( -224 0 0 ) ( -224 -4096 0 ) ( -224 0 -4096 ) e1u1/grnx2_3 0 0 0 1 1 -( 0 0 192 ) ( -4096 0 192 ) ( 0 -4096 192 ) e1u1/grnx2_3 32 0 0 1 1 +( -224 -256 192 ) ( -128 -256 192 ) ( -224 512 192 ) e1u1/grnx2_3 32 0 0 1 1 ( 0 512 0 ) ( -4096 512 0 ) ( 0 512 -4096 ) e1u1/grnx2_3 32 0 0 1 1 -( -176 0 0 ) ( -1169 0 -3974 ) ( -176 -4096 0 ) e2u3/rmetal6_1 0 0 0 1 1 -( 0 0 256 ) ( 0 -4096 256 ) ( -4096 0 256 ) e1u1/grnx2_3 32 0 0 1 1 -( 0 -279 0 ) ( 0 -1137 -4005 ) ( -4055 -858 0 ) e1u1/grnx2_3 32 0 0 1 1 -( 0 535 0 ) ( -4055 1114 0 ) ( 0 1393 -4005 ) e1u1/grnx2_3 32 0 0 1 1 +( -128 -256 192 ) ( -112 496 256 ) ( -128 512 192 ) e2u3/rmetal6_1 0 0 0 1 1 +( -224 512 256 ) ( -112 496 256 ) ( -224 -256 256 ) e1u1/grnx2_3 32 0 0 1 1 +( -112 -240 256 ) ( -128 -256 192 ) ( -223 -256 256 ) e1u1/grnx2_3 32 0 0 1 1 +( -127.875 512 192.625 ) ( -112 496 256 ) ( -223 512 256 ) e1u1/grnx2_3 32 0 0 1 1 } // brush 21 { Complete (fixed) .map file is attached: 2box5v5_fixed.zip (25.75 KB). Note that it would appear different from your original version since I had to open and then save it in GtkRadiant under Unix (FreeBSD), which had shuffled things around a bit.
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Post by znork on Jun 4, 2015 16:13:32 GMT -5
Wow thanks a lot!So there were leaks. Based on your findings I have simplified things up a great deal. Everything is there again, but much more simple. It had become a bit of a mess. Right now, I got a map that does not leak and has 1 corridor running out of the lower lava area. It is a dead-simple 256 * 256 square tunnel with a square wall inside it to block it off. No leaks. However, if i lengthen the tunnel a bit further, the map does start to leak. Its maddening, because the tunnel was created using a huge grid size. All I'm doing is moving a brush through the tunnel. Further away from my map it makes the thing leak, when I move it more towards the map, its all fine. I have attached the map, and also an image of the tunnel. Camera is inside one of the walls. Remove the brush blocking the tunnel closest to your view, and the map starts leaking. Just because the light has to travel a little further. Can you figure out why? Edit: i'm beginning to think that there is a maximum length that light may travel in a somewhat straight line. It seems to be simply the lengthening of the map along 1 axis that creates the problem. I am now building a similar tunnel, only larger, and have it not go in a straight line like I planned, but making a hard turn left, so not traveling so far away from the existing entities. So far, not a single problem. Edit2: My previous hypothesis is supported by the fact that I spent the last 3 hours happily designing. I simply moved the room closer to the previous rooms, so that the distance -as the bird flies- from the starting point of the map does not get too high. I have made dozens of corridors - and no leaks whatsoever. Attachments:
2box5v10.map (323.99 KB)
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