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HIT Forums  |  Developers Discussion  |  Mapping  |  Mapping Requests  |  Topic: My little map needs a hand. 0 Members and 1 Guest are viewing this topic. « previous next »
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Anton
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« on: June 10, 2008, 03:22:01 PM »

Okay, so now, i basically have no idea what's wrong. I'm sitting here compiling my map and it gives me a RAD error without a clue as to what I'm supposed to do about it.

Here's the map anyway, if Saxon or someone want's to take a look.

Also, I'm thinking of making a mini mod or map-pack, if anyone is interested in doing some mapping or modelling or whatever alongside with me. You're in. I have a lot of concepts.
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Lt.JC
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« Reply #1 on: June 10, 2008, 07:22:45 PM »

I looked at it and not RAD gave the error it was BSP. You have a LEAK somewhere.  Wink

Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( -32,-696,-168)
Error:
  A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region.  The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted.  Some complex rotating objects entities need
their origins outside the map.  To deal with these, just enclose the origin
brush with a solid world brush
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« Reply #2 on: June 10, 2008, 07:25:28 PM »

I looked at it and not RAD gave the error it was BSP. You have a LEAK somewhere.  Wink

Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( -32,-696,-168)
Error:
  A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region.  The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted.  Some complex rotating objects entities need
their origins outside the map.  To deal with these, just enclose the origin
brush with a solid world brush
One thing to remember when mapping:Make the simple brushes and test for leaks and seal it off then add detail.
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Barnz
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« Reply #3 on: June 10, 2008, 07:44:08 PM »

Terrible brushwork (and nightmare for VIS). I suggest you to learn mapping basics before mapping again.
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Anton
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« Reply #4 on: June 10, 2008, 07:51:04 PM »

Well, the only things I really made to near final stage in this map, are the Tunnel segments. the rest is just scrap from whereever I use for testing.

I just got a bit curious about waht could be going on scine it didn't give me any errors except the RAD one.
« Last Edit: June 10, 2008, 07:54:19 PM by meazum » Logged


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« Reply #5 on: June 10, 2008, 07:52:50 PM »

I removed the cliffs and it worked. I think it was the tunnel going through skybox (or just cliffs), I'm not sure though.
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Anton
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« Reply #6 on: June 10, 2008, 08:05:07 PM »

Yeah I removed that part too, decided to keep working on the prefabs instead of testing environments.

Also, was the tunnel really bad or just kinda sucky? I'm looking for tips from experienced mappers.
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« Reply #7 on: June 10, 2008, 08:09:32 PM »

Well, the only things I really made to near final stage in this map, are the Tunnel segments. the rest is just scrap from whereever I use for testing.

I just got a bit curious about waht could be going on scine it didn't give me any errors except the RAD one.

Well I dont know which compile tools you use (quake tools or zoners halflife tools) but it should give you the right error anyway.
If one tool has an error in the compiling process every other one has it too, you have to scroll through the log and look if you can find out whats going wrong.
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