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mapping:cawe:leaks [2006-07-30 00:38] 127.0.0.1 (old revision restored) |
mapping:cawe:leaks [2015-05-18 22:09] |
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- | ====== Dealing with Leaks ====== | ||
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- | CaBSP has become very good in reliably detecting leaks, and when CaBSP aborts compiling and complains about leaks, | ||
- | it makes pretty clear in its error message what's going on. | ||
- | |||
- | However, if this is your first leak, I'd much recommend to read the great explanation in the Hammer online help | ||
- | in the Troubleshooting section: "How do I fix leaks in my level?". | ||
- | It also teaches you what leaks are and how you can prevent them. | ||
- | Here are a few additional remarks that might be helpful: | ||
- | |||
- | - Run **Check for Problems** from the CaWE **Map** menu. | ||
- | - Do never assume that translucent or detail entities seal your world. Sky brushes do. | ||
- | - Carefully look for misaligned brushes. In my experience, the "Carve" tool, rotation and certain other operations easily cause rounding errors which in turn cause leaks. | ||
- | - The best you can do is to //prevent// leaks from the very beginning by using the grid and avoiding all tools that potentially introduce rounding errors. As a gross guideline, all operations that operate on the grid and that are guaranteed to produce //vertices// on the grid are usually safe, such as resizing rectangular blocks, shearing, vertex manipulation (although that can introduce other errors, which can be identified with the **Check for Problems** item from the **Map** menu), mirroring, and clipping and carving, when the resulting vertices are on-grid. The following operations are usually less safe: Arbitrary rotation, and clipping and carving, when the result has vertices that are off-grid. \\ For less-safe operations it is usually better to try to mimic the same effect with the safer operations. For example, when you want an arched door in a wall, creating and placing the wall brushes manually is much preferred over carving an irregular hole into the wall! | ||
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- | Finally, let me mention a //very// rare situation in which CaBSP reports no leak, but a leak is present: | ||
- | The symptoms of such unreported leaks are a blank screen when you load the world in Ca3DE, | ||
- | only environmental background is displayed, or you are falling through the floor and everything disappears after a few seconds. | ||
- | Such leaks occur sometimes when some old BSP decompile tools that are still available on the internet, | ||
- | produce world geometry that is so degenerate that not even CaBSPs rounding error control and validity tests can help it. | ||
- | It is possible to remedy such cases automatically, but I will write a description for the process only should | ||
- | somebody actually ever experience this problem. | ||