light grid + enilty leak


(nikita) #1

in my map i cant make an aas file cause its sais i got entilty leak…
also i got a light grid mismatch allso indicate a leak but when i compile 2 bsp i got no leak
i use q3map2 engine
is there anyway 2 detect the leak or find q3map engine?
cause i triple check everything and i still cant detect that/these unkown leak/s


(kamikazee) #2

Now that I think of it: in Quake3, I needed to give BSPC an extra parameter when I compiled my map with q3map2. It seems q3map2 uses a slightly different method of compiling, and bspc isn’t used to it. Check out the parameters with

bspc /?

I believe it is -solid (at least it has to do something with solid, that’s causing the leak)


(nikita) #3

confused i didnt understand that part sorry


(kamikazee) #4

Well, you compile your bsp into an aas file using bspc, right?
BSPC thinks your bsp is leaked, or at least some parts of it. I believe this is due the way Q3Map2 makes .bsp files.
You need to add another parameter when you compile your bsp. It is “-forcesidesvisible”.
You’d then call BSPC in a way like this:

BSPC -bsp2aas mylevel.bsp -forcesidesvisible -optimize

(The optimize parameter is optional)


(nikita) #5

ok i understood now
so other people understand 2 make the aas file without leak u need 2 write these
C:\comp\bspc.exe -threads 1 -ext _b0 -cfg C:\comp\aascfg_lg.c -bsp2aas C:\comp\yourmap.bsp copy bspc.log temp_b1.log -optimize -forcesidesvisible

C:\comp\bspc.exe -threads 1 -ext _b1 -cfg C:\comp\aascfg_sm.c -bsp2aas C:\comp\yourmap.bsp copy bspc.log temp_b1.log -forcesidesvisible -optimize


(Detoeni) #6

I believe it is -solid (at least it has to do something with solid, that’s causing the leak)

A non-solid shader touching the void will make bspc leak.

you must use -meta in the BSP compile.


(kamikazee) #7

This -meta parameter is actually the cause of this situation, and it has at least to do with Q3Map2.