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
light grid + enilty leak
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)
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)
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
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.
This -meta parameter is actually the cause of this situation, and it has at least to do with Q3Map2.