Some really weird bug.

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
When I compiled my map and started running around to look for leaks, I found something weird, It started to look like when you fall through the ground when you move to a place, but then you can move back and it will look normal... And if you move backwards towards that place it won't happen, only if you look forwards at it while running against it, Anyone know whats wrong? :mellow:

[ame="http://www.youtube.com/watch?v=r5ijaEAc_L4"]YouTube - something wrong[/ame]

There's a video.
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Its because you got a leak. If you look at the sky you notice everything that went over it remains on that place untill something else goes over it (thats the usual indicator that there is a leak). And i also guess that the place where the weird transition is the place where you can find the leak.
 
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ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
Just surround your whole map with a 2d skybox-textured brush, and that should take care of it.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
...

I didn't mean that, I ment that when you step on that place it will make that effect, not that in the sky and the "nothing" makes that effect, I know that already ^^, just forgot to make grey/orange things before I texture/displace stuff.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
no don't surround your map with a 2d skybox. yes that will fix leaks, but it's very inefficient (it makes the computer create visleafs etc for areas that players will never see or be able to go to).

instead of running your map to look for leaks. there's a much simpler way
compile the bsp only. and check the option to not run the game afterwards.

now you can check if you have a leak by looking at the log. if you see it say there's a leak, then the next thing you do is go:
map ->load pointfile.

the pointfile will show a red line on the 2d and 3d views from the 'void' to an entity. by following the path you should be able to find and seal the leak.

only limitation is that the pointfile will only be generated for 1 leak per compile, so you'll likely have to do this a couple of times. still, it's quicker than running around the map looking for leaks, and it'll catch all leaks for sure. even if they are tiny 1 unit leaks
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
The pointfile method Ezekel mentioned is probably th ebest. Bt if you're stuck on a pointfile that seems to be wrong somehow, it also helps to untick the visgroups (in the bottom right corner) for brushes that won't seal a leak. I don't have a list of that in my head since I've only tried optimising a map once, but at least hide all tool brushes and displacements. This way you can very clearly see where to put something to seal up the map - since the previously mentioned brushes can't do it on their own!
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
also func_detail brushes and props

speaking of which. are the cliffs displacements, brushs, or models?