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Leaks Tutorial by Neon - Updated v2
The reason I have updated / re-written this tutorial is that since I posted the tutorial I have discovered some new evidence that must be brought forward, i.e. I actually have a fair idea about it now. ( got to cover my tracks)

The problem:

Well its quiet simple really when you have created your stunning new map in q3r you want to make it no an equally stunning bsp. Whilst compiling the bsp process converts your geometry and brushes into hard engine worthy bits,... ? confused yet ?

Imagine that the compiler fills your whole level with water, if there is a leak it will leak 'bsp' into the void. You might well say I know that, but it still works. To those people i would say make an aas and try to use bots... doesn't work does it ??? Ok then I'll just put a huge box around my level ! Are you a maper or what ?

How to find the blighters:

The easiest way I have found is to compile your map, "woah ! hey now" I hear you say. I use q3build a handy gui compiler front end (http://q3build.gamedesign.net) to compile, I say compile but it isn't really. open q3buid by using the q3build menu in q3r (need plug in to be installed) or just close q3r and open it normally. set it so it looks like this.

this means that you will not perform a vis or light compile on your map. click the options button under bsp.

you should check the leaktest box. this is exactly what it says it is. it performs a leak test on your map. click ok then click the build button to get the test underway. it should simply run a leaktest on your map. the object of this is to produce a pointfile ( mymap.lin ) this will point you to your leak.

if the test fails you have a leak and it will tell you so, otherwise keep on mapping'. open q3r up or switch back to it. now go to the file menu and click on pointfile.

this should draw a nice fancy red line all over your level like so.

this shows you where to find the leak. the easiest way to look at the line is to use either the misc menu [ misc>next point, misc>previous point] or use ctrl + shift + k for the next point and ctrl + shift + L for the previous one. you will notice a point where the line goes from inside your map to the void, this is your leak.

How to fix them:

The main way to avoid leaks to start with is just to make sure that all your exterior walls ( walls that make the hull of your map ) are at least 16+ units thick.

1) The Hole.

This is the easiest problem to fix just plug the hole. Make sure that you try to pull around existing brushes. its not worth adding to your brush count just to plug holes if you can move others to fill it.

2) Thin brushes.

Sometimes if your brushes are too thin they will leak, so make sure that if you are using thin brushes you place a caulked brush behind it to block the bsp process.

3) Details

Detail brushes are not included in the bsp process so they CANNOT be used to block the hull of your map. if the line goes through a wall and you think eh? err ?         press ctrl + d this will toggle all your detail brushes on/off this way it makes it a lot easier to track down the hole.

4) Curves and patches

They are pretty much the same as detail brushes they don't block the bsp process so if you try to compile you will have a gaping hole. good working practice dictates that you should ALWAYS caulk behind curves anyway, so to be strict you should never run into this problem, ctrl + p  toggles all your curves on and off, make life easier.

5) Entities

If you have an entity that is in the ' void ' your map will leak. for example if you have a door that starts half way out of your map, it will leak. if you have a target_speaker or misc_teleporters etc.

6) Hull textures

Make sure that the exterior hull of your map is not textured with shaders like noclip, weapclip etc. these shaders will not seal your map and will leak bsp into the void.

Hints and Tips:

The first tip would be planning, think about how your map will connect and the general layout. some people like to draw their maps out on paper first or make a rough 'sketch' in q3r. secondly as you build your map after you have completed a room / area plug up the exits and do a quick leaktest to check the room for leaks. ( works for me )

Finally:

repeat from start until your map passes the leak test!

Hope this is more concise than the last one I posted, good luck and may the force be with you, "yeah right"

Neon, 2pinball@cwcom.net

 

 

 

 

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Bill Brooks © 1999
email contact: Bill Brooks