Marzgog Posted February 2, 2003 Share Posted February 2, 2003 I was just wondering about leaks in an indoors map, I have made these HUGE boxes that sorrounds every single bit of my indoors map, this will ofcourse stop leaking, but does it have any negative sides? should i just continue using this method, or should i make doors and such have a box around them so they never contact the void? Link to comment Share on other sites More sharing options...
000nate Posted February 2, 2003 Share Posted February 2, 2003 wait I could be wrong but I think what you doing is surronding your room(s) with boxes so that you can't see the void? Thats quite a way of doing things, but not a good one. It will lower your frame rates, maybe not a lot but when you don't have to don't. If your trying to fix some leaks in your map why don't you fix them by actually connecting your walls and stuff together. It may take time to find where every leak is but atleast it will acomplish the job and if you make sure that you don't create rooms with leaks, it will also save you time. Link to comment Share on other sites More sharing options...
dvader28 Posted February 2, 2003 Share Posted February 2, 2003 you're talking as if leaks are a common thing...if you're mapping properly, you should only get leaks where you've forgotten to do something. Then you can use the pointfile and next leak spot tools to trouble shoot your leak. Link to comment Share on other sites More sharing options...
Marzgog Posted February 2, 2003 Author Share Posted February 2, 2003 No, i connect my walls prperly, always do, it is one of the things i attach most care to... sorry, i guess i wasn't clear enough... ...but then again, leaks are not clear enough for me... I'm talking about a door that will open (d'oh), but when it opens, it might touch the void when the brush(es) are in they're outermost position. Does this cause a leak? Sketch of a corridor sorrounded by the void with a door in it ...|..................|... ...|..................|... ...|_________|... ...|_________|... <---door ...|..................|... ...|..................|... Now the door will open so it will exit trough the wall brush and the door brush WILL touch the void, will this cause leaks? Link to comment Share on other sites More sharing options...
wedge2211 Posted February 2, 2003 Share Posted February 2, 2003 (1) It's okay for a func_ entity to go into the void, as long as the room is still closed off by structural brushes. (2) DONT put big huge caulk boxes around your map!! Bad, bad! This is a horrible thing to do for two reasons: First, the game will still have to draw the area between your actual map and the outer boxes, and if there's a leak, it will ALWAYS be drawing this empty area, and will consume FPS like nothin'. Second, if you can see the leak and you look out in game, you will still only see the caulked inside of the outer box, which will still look like the void itself. So making such big boxes is a non-fix. Better to actually correct the leak. Link to comment Share on other sites More sharing options...
Marzgog Posted February 2, 2003 Author Share Posted February 2, 2003 It's okay for a func_ entity to go into the void, as long as the room is still closed off by structural brushes. What does this mean?? "as long as the room is closed off by stuctural brushes" so do i have to make a structural brush to close off the area where the door brush will be in the "open" position? Or is it enough that it does not touch the void in the "closed" position? I'm sorry im making this so hard on your part, but i'm just trying to become a better mapper... Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 3, 2003 Share Posted February 3, 2003 It doesn't matter if your door goes out of the map when it's open. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 3, 2003 Share Posted February 3, 2003 Originally posted by Marzgog What does this mean?? "as long as the room is closed off by stuctural brushes" so do i have to make a structural brush to close off the area where the door brush will be in the "open" position? Or is it enough that it does not touch the void in the "closed" position? I'm sorry im making this so hard on your part, but i'm just trying to become a better mapper... No, it's no trouble, that's why the forums are here. What I meant was that if you take your room and delete the door, there can't be any leaks. If you made a doorframe for the door to retract into, this also has to be closed off from the void. BUT, if the door entity itself sticks out beyond those struct brushes and enters the void, it's no problem. Link to comment Share on other sites More sharing options...
Marzgog Posted February 3, 2003 Author Share Posted February 3, 2003 Thanks... I've allways been careful not to leak any of my maps, and i'm glad this is finally clear for me... In bubbas tutorial (I know, it is inaccurate, but it was the best i found when learning to do doors) he said you should be careful that the door does not exit its bounding box, well it got me a bit confunded and have been scared of making doors since then, until now... Link to comment Share on other sites More sharing options...
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