Can't find the leak in the map - help

18/07/2012 15:13
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So.. i made this map and when i try to compile, it shows a leak but i can't find it leak maker sux and didn't find anything so.. help ?


Leak pointfile generated

SolidBSP [hull 1] 500...908 (0.05 seconds)
Warning: === LEAK in hull 1 ===
Entity light @ (2373,-2269,-265)
SolidBSP [hull 2] 500...844 (0.06 seconds)
Warning: === LEAK in hull 2 ===
Entity light @ (2671,-769,-1705)
SolidBSP [hull 3] 500...930 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ (2373,-2269,-265)
1.95 seconds elapsed

that's the problem

ivansky18/07/2012 17:28

Entity light @ (2373,-2269,-265)
Entity light @ (2671,-769,-1705)
Entity light @ (2373,-2269,-265)

what cant you find? the lights you put or what? just remove the lights and try not to make them above the sky,better make them distanced from other objects at all

No that's not it when i remove them then it shows there is a leak with cycler_sprite but everything is ok it's something else i think

ivansky18/07/2012 18:59

rebuild all of your entities if it says its cycler_sprite then its probably some mdl you use that goes through wall or sky or another entity

spr1n mapper18/07/2012 20:45(edited 18/07/2012 20:48)

load point file and follow the lines (leakmarker, bspviewer or even in cs)

there is no easy way... I prefer to cover some areas with one big brush where could be a leak and fast compile (bsp+csg only) and look if the area leak is fixed, until i find the area

KarLi mapper20/07/2012 01:46

Originally posted by D@NG3R`
No that's not it when i remove them then it shows there is a leak with cycler_sprite but everything is ok it's something else i think

there's still somewhere hole in ur map ,or some entity model or wtv its outside from ur map o.O

D@NG3R` mapper Tournament #320/07/2012 09:35(edited 20/07/2012 09:37)

no i checked all the models everything is in place

@spr1n

i've never done that i don't think i can do it. This is my second time fixing a leak i never need it to do it before, the first time was easy now it sux

sn00p mapper20/07/2012 12:44(edited 20/07/2012 12:46)

Why don't just go back on what you have done lately since the last no leak compile and check the corners and so on.

And the entity reference I find them pointless had a BIG leak on my recent map (forgot to add a block and was like 512x512 leak size, and the log pointed to some ambient_generic entity which was in the damn other side of map, and had nothing to do with the leak, not even on same lines with coordinates.

Edit: .pts file (Point file) and Leak Marker were always useless for me, always found the leak (I had like 10 in all my mapping years and all of them I've found them through the thing I've said early, go back on what you've done lately and check the corners, could use the option "Snap to grid" I always map with that one, disable only when I need to make some other sizes.

Yeah i do the exact same thing i always look around first but that's just it i've done so much to the map since the last time i've compiled it with no leaks so i don't know exactly where to search but.. i will check again

If i don't find it and make the map with a large block (sky) Hallow what's the worst that can happend ?

SmK1333720/07/2012 17:12

If you compile with a skybox all around the map, you might experience bad fps in your map.

spr1n mapper20/07/2012 18:58

Originally posted by spr1n
... I prefer to cover some areas with one big brush where could be a leak and fast compile (bsp+csg only) and look if the area leak is fixed, until i find the area


try it, its quite effective

with null texture ?

spr1n mapper21/07/2012 00:17

texture doesnt even matter. Once you will put a big brush around a whole room or area - this brush will block all possible leaks thats inside (even if there are entities inside), just like cement gets into all cracks and fills them up. By fast-compiling you will be able to know if the leak is in that place.

First you can cover whole rooms with a brush, then when you determine what room has the leak you can cover just some particular areas like walls, ground etc.

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