Supposed leaked map but no leaks are there?


(G0-Gerbil) #1

I was experiencing a weird problem in my ET map which someone suggested that I simply move the whole map so it starts at the origin.
I wasn’t expecting it to work but it was simple enough to test, but…

Nothing filtered. Everything selected (ESC followed by I). Moved. mapcoords keys altered correctly.

Now whenever I try to compile it leaks really early on. The thing is it points from nothing, to nothing. The start and end are both outside the map, with no entities (or anything else) anywhere near either end.

The map compiled fine before I moved it all?


(G0-Gerbil) #2

I tried dumpping a brush over the end and selecting all inside, but nothing showed up to delete :confused:

I tried moving the map back, but it had the same problem.
But this did allow me to work out which end of the ‘leak’ was the start.

So then I tried placing a brush over the start of the leak, and… bingo, it now compiles.

But why?

Does q3map2 pick a ‘random’ (IE not, but not using any method I can guess at) start place to start the flooding of the map for portals - and to start with purely by luck I’d got this point in my map, but moving it changed that?

My map’s coordinate limits are:

min = 0 11264
max = 11264 0

The position of the brush I had to place was:

x = 4224
y = 6784
z = 512
width / height / depth = 256

:???:


(ydnar) #3

There’s probably a stray “origin” key on a brush entity. Open the map file in a text editor and look for func_ or script_ with “origin” keys, and delete them (replace with origin brush).

y


(G0-Gerbil) #4

Won’t comment further though until I have had a look - cheers for the idea. Will report :slight_smile:


(G0-Gerbil) #5

Couldn’t find anything, but with hundreds of groups I can’t be sure I’ve not missed one somewhere :frowning:

Moving seems to have affected other things as well, which are possibly related.

Seems some of the brushes are now corrupt. Maybe moving brushes doesn’t simply add XYZ to all plane coordinates, but recalculates them in a way (snap to grid?) that’s creating corrupt brushes.

So it may be something like that - either there’s an invalid normal brush, or possibly a corrupt origin brush which doesn’t show up in Radiant but is technically there?

Oh for ‘cleanup brushes’ in the latest version of radiant - how can I get it???