One question...One problem

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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quibblerot2
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Joined: Mon Apr 25, 2005 11:21 pm

One question...One problem

Post by quibblerot2 »

Question: Could someone remind me what the parameters are for team doors?

Problem: Every other build I keep gettingsomekind of phantom leak that comes from some entity andgoes right through sold brush.

*There are no entities outside the map
*There are no non-solid (trans)texture outside the map (that I've seen)
*There are no openings into the void

I've no idea how to resolve this sort of leak or where it comes from.

Help...
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Survivor
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Post by Survivor »

Target_relay has the option for red or blue only use it by having the trigger point to the relay, the relay set to only blue/red, and the relay pointing at the door.

Shft+Ctrl+K= next leak spot
It will show you where the problem is.
obsidian
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Post by obsidian »

http://www.qeradiant.com/manual/Q3Rad_M ... 2.htm#func

Load the point file after compiling. Follow the red line to the problem area. Check for leaks. Make sure that you didn't convert part of the hull to detail brushes. Make sure all patches have structural caulk brushes behind them.
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quibblerot2
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Post by quibblerot2 »

Woops?

Sorry I wasn't referring to CTF, rather the teamdoor key. How to get two halves to work together.

Thnx.


*I tried the next leak thingy. No gibs. I'll try again though.
*There are no detail brushes yet.
*All patches are inside the hull.

The current leak is from a Quad_dmg and goes right through solid brushwork.
Last edited by quibblerot2 on Wed Apr 27, 2005 2:22 pm, edited 1 time in total.
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Survivor
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Post by Survivor »

Ah damn, teamED doors. Should have thought about that.
obsidian
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Post by obsidian »

Read the manual (link above) for teamed doors.

Try brush cleanup and if that still doesn't work, delete the offending brush and rebuild it.
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quibblerot2
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Post by quibblerot2 »

Ah. The manual-again. Yeah that's the firstthing I did but I can't make heads or tail of the language. It's not new to me, I just can't remember and need the parameters.
obsidian
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Post by obsidian »

team: assign the same team name to multiple doors that should operate together (see Notes).
Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them.
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^misantropia^
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Re: One question...One problem

Post by ^misantropia^ »

quibblerot2 wrote:Question: Could someone remind me what the parameters are for team doors?
http://www.planetquake.com/bubba/door1.html
quibblerot2
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Post by quibblerot2 »

I fixed the dorr problem. Wjhat I can'tseem to fix is the leak.
I've tried everything I know to try.

Any more suggestions?
pjw
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Post by pjw »

quibblerot2 wrote:I fixed the dorr problem. Wjhat I can'tseem to fix is the leak.
I've tried everything I know to try.

Any more suggestions?
If you don't mind, throw up a link for the .map...I'm curious. :)
I beat the internet; the end guy is hard.
codey-
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Post by codey- »

I had a similar problem once with a mystery leak - turned out I had moved the edge of a structural brush slightly and thereby gotten a target_speaker inside that brush which caused a leak that didn't display correctly with the pointfile but instead showed another item as the culprit. So maybe a check that no such items (not necessarily just speakers) are buried in the structural brushes could help.

Also, have you enclosed your entire map with a big structural caulked brush, then hollowed it and run a compile just to make really sure all your structural brushes are sitting snugly together?

cheers
reyalp
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Post by reyalp »

If you are getting 'entity leaked' it means you have an entity whose origin is in structure. This isn't the same as 'map leaked', and as far as I can tell, isn't really a problem. Some entities will not do what you want if they are embedded in structure.
Kat
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Post by Kat »

Yeah, if you leave an entity inside a structural brush it'll 'break' it, ammo boxs (items) for instance don't show up in game if any part of the bounding box, never mind the entity object itself, is buried. Leaving these errors inplace often means you can't get BSPC to work properly either as it borks out when it find one of these 'leaked' entities.
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roughrider
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Post by roughrider »

I'm glad I'm not the only one with this issue. In my current ctf map, I have a problem similar to this one. The supposed offending (func_group) entity isn't in any structural brush. And when I un-group the brushes that I have grouped for ease of movement, it jumps to another func_group set of brushes and says that that one is leaked.
Team *A51* Q3 & QL
quibblerot2
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Post by quibblerot2 »

Hmm.
I gotta look into that, except it isn't somethingI've ever had a problem with. But the problem has been recurring even with simple 'box' maps it seems, where I can account for all entities, and there's still a mystery leak. The map compiles and builds, but aas fails.

Appreciate the ffdback here though andI'l look into all of your suggested fixes.

Peece.
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