From: CyniC <CyniC@jps.net>
To: ml@qoole.com
Reply-To: ml@qoole.com
Date: Sat, 03 Jan 1998 06:36:03 -0800
Subject: Re: Leaks

> only 2 hours??? i recently spend 2 weeks to find a leak, but it was worth
> it, i wont just erase a level of 1300 brushes because of some stupid leak,

off and on, I hope :)

> make your QLE file, export the MAPfile, open up a texteditor, set all
> light values to 2000 or so, run bqsp, light (rad) and start up your map,
> then, enter NOCLIP in the console, go outa your level and peek around, if
> you see the light shining through, you found the leak, HEY, it worked for
> me... or use POINTFILE (if you have a PTSfile generated by QBSP)
>

For Quake maps (Quake 1, okay? Bow down to your god, it's Quake 1, dangit!
...sorry), there's a nifty way to find leaks I figured out that works when you
have a hideous jumble of point lines all over the place (hey, it was a complex
scene...)

First, get arghlite.exe. This, IMHO, is the biggest improvement to level editing
since Qoole itself (I know there are other tools like it, and I hope someone
makes something like it for Quake2). Arghlite takes the wait field of a light and
makes that how long the light lasts before fading out (in other words, keeps it
from being a circle of light, and will make a low-level (50) light go over an
entire large room). Now that you have something like arghlite, make some lights
that are, say, 500, and make them fade out very little. Then put a big box around
your level, and compile it. Go into Quake (or Quake2), look around inside the box
(you did hollow it, right?), and see if you can find light shining on the inside
walls of the box. Then go over to where the light hits the box walls and pan
around till you see an area of light poking through your level. Then fix it.

Longwinded, but can save you time.

-CyniC



