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  • Mapping help

    I made a simple box map in trench broom, it compiles fine and I am able to load it into quake. The problem is it isn't a box, it acts as if the entire map is a leak. I made sure all the holes are sealed. Any ideas?

  • #2
    Well you can load a pointfile in trenchbroom and it will show you where any leaks are. (It will only do it one at a time so you have to fix the leak>compile>load new pointfile>repeat).

    If you cant get it fixed, fell free to send me the map via PM or just post a link to it here. I could take a look at it for you

    Good luck!

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    • #3
      what do you mean by ...You made a box that isn't a box?

      If you mean you made one big square brush...that's your whole problem. Brushes partition your map, you can't put a map inside of a brush. It takes no less than 6 brushes to make a box that is a box. However, you can turn one brush into a legitimate box of brushes. I don't know about trenchbroom but most editors you can just select your brush and choose csg/hollow...or something similar. Note that generally the walls are as thick as the current grid size (at least in radiant) so, before you use hollow, you might want to make sure your grid is at least 32 (or whatever your walls are generally)

      You can load pointfiles in DP and FTE (at the very least). Just load your map up in some engine, (press ~) drop the console, type "pointfile" (without quotes), press enter/return, then follow the rainbows or arrows to the leak.
      Last edited by MadGypsy; 06-24-2016, 05:23 PM.
      http://www.nextgenquake.com

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      • #4
        I figured out what the issue was. It was my wad file placement and how I was referencing it in trechbroom. I moved it to my compile folder and boom it worked just fine. Had no holes, just didn't set my folders up right. Thanks for the help though guys!

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        • #5
          I personally like Quark (Quake Army Knife). It will point out leaks when you try and compile.

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          • #6
            I don't know if this is compiler specific, I have seen it with numerous compilers though. After you compile your map you can look at the logs and it will give you the x,y,z that is (at least) near your leak. You can then just go to those coordinates in your map editor and figure out what's wrong. This is not as nice as rainbows and arrows pointing you visibly to the spot but, you are going to end up at the same coordinates either way. The difference is you don't have to load your map and then a pointfile. In my case the log is right in front of me when the compile completes so, I don't have to do anything but a quick skim for an error. If there is a leak (so so very rare cause, I use the grid and know what conditions make brushes misbehave) the coordinates are right there in the error.
            http://www.nextgenquake.com

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            • #7
              I used to deal with leaks that shouldn't have been leaks because of the floating point issues with Qoole. More often than not I'd have to simply delete the entire area surrounding the leak and rebuild it. The geometry in the .map file didn't always line up with the end result in the .bsp. And don't even think about non-45 or non-90 degree angled brushes...

              I have a love hate relationship with that program.
              'Replacement Player Models' Project

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