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Springheel's modules and sealing rooms


darksilence
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I created a building using Springheel's modules, all perfectly snapped to the grid, but the rooms are not sealed. Do these modules require anything special to be done for rooms to seal?

I thought about creating the rooms using hollow boxes, and then just have the modules as "decoration", but I don't know if this is the standard procedure. 

Also, is there any way to know the exact point where a room might be leaking?

Thanks!

Edited by darksilence

The Dark Mod Database: https://tdmdb.com

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  • darksilence changed the title to Springheel's modules and sealing rooms

Thanks, but note that I am talking about portals, and not leaking of the whole map.

When I use r_showportals 1, I can see the portals on the doors of my rooms (red when closed, green when open), but not on the rooms I created using Springheel's modules, even though they appear to be completely closed.

The Dark Mod Database: https://tdmdb.com

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I believe if you use the latest dev build, the map compiler will actually emit a warning for leaked visportals and write a pointfile which you can then load in DR. I don't know how much this helps with the situation where you already know where the missing portals are, but you just want to find out why they are leaking.

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35 minutes ago, darksilence said:

Thanks, but note that I am talking about portals, and not leaking of the whole map.

When I use r_showportals 1, I can see the portals on the doors of my rooms (red when closed, green when open), but not on the rooms I created using Springheel's modules, even though they appear to be completely closed.

Right, sorry.

Perhaps this video might be useful. It's precisely about internal leaks, and the map is built using Springheel's modules.

 

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1 hour ago, OrbWeaver said:

I believe if you use the latest dev build, the map compiler will actually emit a warning for leaked visportals and write a pointfile which you can then load in DR. I don't know how much this helps with the situation where you already know where the missing portals are, but you just want to find out why they are leaking.

 

Sounds like a great feature, would definitely help! I'm using v2.12.0 though, which doesn't seem to have the feature yet, I think...

 

1 hour ago, roygato said:

Right, sorry.

Perhaps this video might be useful. It's precisely about internal leaks, and the map is built using Springheel's modules.

 

 

Thanks! Will take a look at it later, but seems like that's exactly what I need.

I was avoiding watching that speed challenge in order not to spoil the corresponding mission, but I guess now I have the proper excuse to play the mission first :D 

The Dark Mod Database: https://tdmdb.com

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The modules are models and thus they are not actually sealing geometry. So a room made only with models - ie no world spawn brushes - will be exposed to the void and will leak. You will need to do what you proposed above which is create a sealed room with world spawn geometry and then use the modules to provide the detail within the sealed room.

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7 hours ago, Wellingtoncrab said:

The modules are models and thus they are not actually sealing geometry. So a room made only with models - ie no world spawn brushes - will be exposed to the void and will leak. You will need to do what you proposed above which is create a sealed room with world spawn geometry and then use the modules to provide the detail within the sealed room.

That makes sense, thank you very much.

The Dark Mod Database: https://tdmdb.com

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  • 4 weeks later...
On 8/11/2021 at 10:25 PM, OrbWeaver said:

I believe if you use the latest dev build, the map compiler will actually emit a warning for leaked visportals and write a pointfile which you can then load in DR. I don't know how much this helps with the situation where you already know where the missing portals are, but you just want to find out why they are leaking.

It should do that in a different colour than the normal leak pointer. Otherwise you can't tell if it's a leak or a portal leak. 

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1 hour ago, NeonsStyle said:

It should do that in a different colour than the normal leak pointer. Otherwise you can't tell if it's a leak or a portal leak. 

It gives the portal leaks a different name than missionname.lin, it calls it something like missionnameL_m1234_567_890.lin but DarkRadiant loads it just the same as a sealing geometry leak. Or, if several portals are leaking, you get a menu allowing you to select one.

Previously, you'd have to rename the portal leak line file back to missionname.lin to get it to load in DarkRadiant, but a recent update has fixed this issue.

Although the portal and geometry leak lines are plotted in the same colour in practice it's easy enough to tell the difference. Portal leaks tend to look like closed loops curling around a visportal, and geometry leaks are usually long squiggly lines bouncing around your whole level and eventually escaping through a tiny gap between walls.

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Thanks for that Spring. Didn't even know about this. Though I still think poral leak pointer should be a different filter,

especially for new mappers who could waste a lot of time looking for a non-existent void leak.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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