helix@Posted: Sun Aug 08, 2004 5:20 pm :
I keep on getting a leak and I have 0 clue where it's at. I've even taken a huge box and stuck it around my entire map so far and still have it.... any ideas?

DaZ@Posted: Sun Aug 08, 2004 5:27 pm :
load up your map in the editor, then click the file menu and sselect pointfile.

this will show a line going through your level, follow it and see where it exits the map, theres your leak :)

m4rine@Posted: Sun Aug 08, 2004 6:21 pm :
also theres a menu that has find next leak location that will take you right to it, i cant remember what menu it is in but its there. this only works once you have loaded your point file (file - pointfile)

Njal@Posted: Sun Aug 08, 2004 6:23 pm :
The console also prints what entity that has leaked

kat@Posted: Sun Aug 08, 2004 9:36 pm :
Njal wrote:
The console also prints what entity that has leaked
That's slightly misleading as it suggests the selected entity is at error when it's usually a gap in the brushwork. BSP basically uses the 1st entity it comes across, when it 'floods' that map to work out where they are in the map, as a point of reference to trace a route to the hole in the brushwork, just follow the route and you'll usually find it pass though a gap somewhere or other.

JustinBailey@Posted: Mon Aug 09, 2004 5:13 am :

BNA!@Posted: Mon Aug 09, 2004 6:11 am :
JustinBailey wrote:

Finally added you to the tutorial listing :)

JustinBailey@Posted: Sat Aug 14, 2004 4:02 am :
Hehe thanks :)

Vehementi Dominus@Posted: Thu Sep 16, 2004 4:19 pm :
That helped a lot.

one thing though, what happens if the red line points to a brush tht's not a hole?

even when i put a box around the whole thing it still points to the same thing.

Docgalaad@Posted: Thu Sep 16, 2004 5:06 pm :
Is this brush textured properly ?
Some textures are forbidden if you intend to make this wall a hull for the map.

Advice: each time you make a new wall in contact with the void, select the brush and apply a caulk texture. Once you placed the wall, travel inside the building and apply your custom textures, face by face (SHIFT-CTRL-ALT-MIDDLE-CLICK).

In my opinion, a map should be entirely pink if seen from the void.

Rayne@Posted: Thu Sep 16, 2004 6:34 pm :
Don't waste your time appliyng caulk to every faces in the void.. just don't use materials that don't stop visibility, and be sure that on your brushes there aren't face with the "_emptyname " material.

KrisTof@Posted: Thu Sep 16, 2004 7:33 pm :
The best way I found to find the leaks following Pointfile is to use the arrow to move my camera on the outside of the map. (following it through the inside of the map is often useless)

There should be a red line sticking out of your map. Navigate your camera to the exiting point of the red line.

Remember that some texture are not solid or have transparent parts, this would cause leakage.

Only apply caulk when you really need it, like when you have curved patches.

My 2 cents.

Good luck !

evilartist@Posted: Tue Sep 28, 2004 2:39 am :
I'm still not getting the idea. The red line ended at a point, and left a gap to a second point. What's that supposed to mean? What do I do? It seems to be on or around my giant terrain model (the one that's a huge landscape with a power plant out in the distance. A little help, please? :x

ecurB@Posted: Tue Sep 28, 2004 2:57 am :
Hi evilartist,

I've noticed that sometimes the origin point of models can get set to somewhere outside the physical boundaries of the model itself... so you might have the origin point somewhere out in space even though the visible model is inside the map, and I believe that can cause a leak.

For simple models, there's a key combination to centre to origin point in the middle of the model geometry - I think it's shift + o (sorry, at work and without the editor in front of me at present). I don't know if this works on complex or imported models though.

You say the pointfile line ends at one spot then continues - what's sitting in between where it stops and where it starts again?


evilartist@Posted: Tue Sep 28, 2004 7:08 pm :
I move the huge landscape model out of the way and see if there's anything that causes a leak there, but the leak seems to be out in the middle of nothing where the model used to be. I see the line end at a dot, then there's a second dot a small distance away from the first. What's going on and how do I fix this problem? Also, I already have a huge box of caulk-textured brushes bordering the entire level, so what can I do?

goliathvt@Posted: Tue Sep 28, 2004 7:19 pm :
Post the map. I'll be happy to check it out for ya.


elroacho@Posted: Tue Sep 28, 2004 7:42 pm :
make sure that line is completely surouned with a solid brush, i had that happen to me, there where no leaks but a red line would appear under my map not "going into" it but by itself underneath all the brushes.

headshotfairy@Posted: Tue Sep 28, 2004 9:28 pm :
KrisTof wrote:
Only apply caulk when you really need it, like when you have curved patches.

Pray tell, what is "Caulk"? or Auto-Caulk? All I can tell is that it seems to be a special texture applied to exterior surfaces, and that some of the built in DOOM3 Single player levels use it in vast quantities.

noticed also that auto-caulk applies caulk textures to surfaces which are touching together. You have to select multiple brushes and run Auto-Caulk (There's a hotkey that runs it)

elroacho@Posted: Tue Sep 28, 2004 10:20 pm :
caulk was implimented in q3 as a "sealer" and it also helps by applying it to surfaces which you can't see to help prevent them from being drawn. i use it religiously, some people dont use it at all. it's not really necessary unless your messigng around with meshs, but it doesn't hurt to use it elsewhere.

evilartist@Posted: Wed Sep 29, 2004 2:43 am :
Thanks for the advice, elroache. I tried that, and the leak finder stopped bugging me about that spot, but then bugged me about another spot. I put brushes around it, and then another, and another...it was finding leaks in all my lights, and guis, etc. So I put another caulk box around the whole freakin' map (it's only an experimental map with three rooms and a hall, no biggie). It worked! Can lights shining outside of map brushes cause leakage? If so, then that might have been the case.

Thanks again, all you guys.