Author Topic: BSP leak check doesn't work  (Read 5466 times)

Chef-Killer

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BSP leak check doesn't work
« on: July 27, 2015, 10:39:57 AM »
What bsp version do you use?

Did you already tried to use the leak check with the bsp version from our ftp server?

flamer

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BSP leak check doesn't work
« Reply #1 on: July 27, 2015, 11:41:42 AM »
I use the 2007 one.
What bsp version do you use?

Did you already tried to use the leak check with the bsp version from our ftp server?
No I haven't. Could I please have a link to it ?

Chef-Killer

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flamer

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BSP leak check doesn't work
« Reply #3 on: July 28, 2015, 12:20:40 AM »

And just switch the teamnumber for blue team. The numberpad shortcuts in game will work with it setup like this. If you join random teams, its probably because forcejoin is on.


This helped.

ftp://otb-server.de/pub/BSP%20-%20Map%20Editor/BSP_setup.exe

Could I just sent you the .map ? I can't seem to be able to make it work. Maybe you could find the leak.

prozajik

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BSP leak check doesn't work
« Reply #4 on: July 28, 2015, 06:31:25 AM »
Could I just sent you the .map ? I can't seem to be able to make it work. Maybe you could find the leak.
File (or w/e option it leads to, don't remember anymore)
File > Leak check > browse to the folder in which you are trying to export the map (so a folder where you have .map) and open .lin file. Everytime you have a leak in your map, bsp creates a new file in the same folder which contains info about leaks.
When you open the file there will be a huge line which leads throughout the whole map and exits the map where the leak is.

Also, this is a fairly simple task, so if you can't get it to work, just upload the .map file instead of waiting for chef to respond if it's alright ^^, odds are someone else is gonna find it/fix it for you before chef even has time to reply. (obviously unless you mind having your .map exposed publicly :p)

Chef-Killer

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BSP leak check doesn't work
« Reply #5 on: July 28, 2015, 10:06:12 AM »
Could I just sent you the .map ? I can't seem to be able to make it work. Maybe you could find the leak.
Of course, you can attach the .map file or send me a pm with a link.

EDIT: Splitted topics and moved this one out of the beta/inprogress maps area.

flamer

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BSP leak check doesn't work
« Reply #6 on: July 28, 2015, 10:09:13 AM »
Here it is


Copyrights Flamer 2015 :)

Chef-Killer

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Re: BSP leak check doesn't work
« Reply #7 on: July 28, 2015, 10:46:32 AM »
Fixed two leaks.

flamer

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Re: BSP leak check doesn't work
« Reply #8 on: August 15, 2015, 05:55:55 PM »
When trying to final compile, I get the Max Patches error. I read multiple posts about that, but can't get it solved. I must be doing something wrong. If anyone wants to help me solve it, here's the .map

Chef-Killer

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Re: BSP leak check doesn't work
« Reply #9 on: August 16, 2015, 07:06:05 AM »
There's a problem with the final compile (high quality). Try using the normal final compile instead.

To the map:
- fixed item warning while loading the map
- fixed one more leak. I didn't notice that before, but avoid a big box around the map to fix leaks.
- I'd prefer sun lighting for the areas with a sky. With shadows it would look a lot better, the current lighting is too bright in my opinion. Add the values to the worldspawn.
- I'd delete the light values from the white texture faces of the light brushes, light values for the face with the light texture is still bright enough
- two low areas are too dark, you should add one more light source there
- if you don't want that the glas texture is visible in the secrets, replace the nodraw glas texture with clip brushes (just use the clip texture) to fix the visual problems. Maybe glas would look better, then you can play around with the flags Trans33 and/or Trans66.
- barrel sides are misaligned
- boxes with dp logo are misaligned. You can mirror the logo with a negative surface size (SX -1.0/-0.5). Also I'd prefer not using the logo for the top/for all faces
- detailing stuff like barrels and boxes that doesn't block VIS should reduce numportals if necessary
- use a surface size of SX 100.0 and SY 100.0 for non-visible brushes like skies, bases, clip brushes, etc., if you have still problems with the max patches error

Ace

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Re: BSP leak check doesn't work
« Reply #10 on: August 16, 2015, 09:25:21 AM »
Can also modify your batch file to look something like (where default -chop is 64)

call ..\compilers\qbsp %1
call ..\compilers\vis %1
call ..\compilers\rad -chop 128 %1
call ..\compilers\runmap %1

You can further add these options...

-chopcurve #
   This subdivides only surfaces configured for phong shading.
   Default is 32, or the -chop size, whichever is smaller.  If your
   map has a very large number of curves, you may want to increase
   this value to speed things up and avoid the MAX_PATCHES error.
-choplight #
   This subdivides only surfaces that emit light (except sky and
   warping textures).  This can give much smoother lighting, with less
   slowdown.  Default is the same size as -chop.
-chopsky #
   Works like -choplight, but only on sky surfaces that emit light.
   This is a separate option because skies often cover large areas,
   and one might not wish to subdivide them as much.
-chopwarp #
   Works like -choplight, but only for warping surfaces like water.

Chef-Killer

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Re: BSP leak check doesn't work
« Reply #11 on: August 16, 2015, 11:04:30 AM »
These things can be useful for bigger maps with many surfaces, but this is a very small map without many surfaces. I can't see any reason why he should use a lower quality export when the normal final compile works fine. It seems that he just used the buggy final compile (high quality).

Ace

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Re: BSP leak check doesn't work
« Reply #12 on: August 16, 2015, 02:32:21 PM »
I didn't bother to look at the map, I assumed it was small and just unrefined. But these things can help if you are stuck, regardless of size.

Rockyar_96

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Re: BSP leak check doesn't work
« Reply #13 on: August 17, 2015, 07:26:16 AM »
Well, thanks for adding this info. Never knew about all these options...