Author Topic: Compiling problem (MAP LEAKED) (solved)  (Read 3311 times)

Shadowgandor

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Compiling problem (MAP LEAKED) (solved)
« on: January 31, 2008, 01:55:57 pm »
It said my map had a leak, but I can't find the leak anywhere. When I had it on another map, a reddish thing seemed to show where the map leaked, but there is no error anymore. I'm using GTK 1.5 and tried compiling with BSP-meta (just using it as a scan for leaks). Help?

Code: [Select]
Open file C:/Users/Gerdjan/Desktop/snapshots/Testing.0.map for write...success
Setting up
Listening...
=== running build command ===
"C:/Program Files/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game tremulous -fs_basepath "C:/Program Files/Tremulous/" -fs_game base -meta "C:/Users/Gerdjan/Desktop/Testing.map"
Connected.
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
--- InitPaths ---
VFS Init: C:/Program Files/Tremulous//base/
VFS Init: C:/Program Files/Tremulous//base/

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
entering scripts/tremor.shader
entering scripts/uncreation.shader
Script file scripts/common.shader was not found
entering scripts/common-trem.shader
entering scripts/titan.shader
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
      445 shaderInfo
--- LoadMapFile ---
Loading C:/Users/Gerdjan/Desktop/Testing.map
entering C:/Users/Gerdjan/Desktop/Testing.map
WARNING: Couldn't find image for shader textures/NULL
      464 total world brushes
        0 detail brushes
        0 patches
      629 boxbevels
       86 edgebevels
        1 entities
     1092 planes
        0 areaportals
Size:  -448, -1440,   -72 to  2208,  1504,   480
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -448.007813 -1440.005371 -72.000000 } { 2208.007813 1504.002930 480.007813 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
     2774 faces
     2161 leafs
--- MakeTreePortals ---
      328 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
      464 structural brushes
     1175 cluster references
--- FloodEntities ---
        0 flooded leafs
no entities in open -- no filling
MAP LEAKED


Edit: Could the reason be that I haven't textured the map yet? Or used any vis hinting yet? I basically brushed and that's all :P
« Last Edit: January 31, 2008, 04:29:42 pm by Shadowgandor »

Lava Croft

  • Guest
Re: Compiling problem (MAP LEAKED)
« Reply #1 on: January 31, 2008, 02:32:43 pm »
Check if you dont have some 'empty' entity slacking off somewhere? Using the entity list can be handy with this.

Shadowgandor

  • Posts: 826
  • Turrets: +61/-66
Re: Compiling problem (MAP LEAKED)
« Reply #2 on: January 31, 2008, 04:06:27 pm »
Tried it, found a lot of overlapping brushes (handy that), but didn't find anything that shouldn't be there. Everything is connected to each other. With 'empty' entity, you mean an entity that is, for example: Floating in the void. Right?

Edit: Tried putting an egg in the map, this is waht I got:



« Last Edit: January 31, 2008, 04:13:07 pm by Shadowgandor »

Shadowgandor

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Re: Compiling problem (MAP LEAKED)
« Reply #3 on: January 31, 2008, 04:18:22 pm »
Found the gap :D
It was...small...haha.
anyway, I'm going to continue gap hunting :)
It seems to work properly now

Shadowgandor

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  • Turrets: +61/-66
Re: Compiling problem (MAP LEAKED) (solved)
« Reply #4 on: January 31, 2008, 04:30:06 pm »
Done, map can be compiled :D