displacement map leaks

  • Thread starter Thread starter hedgehog
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hedgehog

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(i'm new to 3d mapping in general, though i have a bit of previous modeling experience. hi.)

for some reason, i can't seem to stop a test map i'm constructing from leaking. after creating my displacement map, i drew a brush underneath and set it to use the nodraw texture, to prevent it from leaking through the displacement map (there was mention of this on a forum elsewhere).

later in addition to the skybox, i placed my entire map inside a cube textured with "invisible", just to be doubly sure.

at first it was a particular light that leaked. delete it, and it's the water_lod entity that leaks. delete that and another light reports leakage. often the pointmap debugger doesn't draw its line from any particular light though. just a line from sky to floor.

there's positively no chance it's an object or entity outside the cube or skybox as far as i can see.

i know leaks are a rather common problem and this is probably a question that gets answered time and time again, though in searches i don't seem to be finding anything that specifically addresses displacement maps?

anyway if you've got a sec and wouldn't mind checking it out, you can download the map and savefile (bsp and vmf) from here:

http://www.graphicsdesign.org/hedgemap.zip


thanks in advance for any help :]
 
Well if it's textured with "invisible" then it's going to be see-through, so that won't stop leaks.

Go to Load Pointfile in the menu and it'll draw a red line out of your map where the leak is.

EDIT: From looking at the .vmf, you've tried to make a 3D skybox. You don't have a skybox around your map, you only have the one that will be used for the 3D sky. Turn the invisible texture into the skybox texture and it should compile OK.

You also have lots of "light" entities in your map, you should only need 1 "light_environment" to light this outdoor map.
 
i suspected perhaps the invisible texture wouldn't solve the problem, so i did hollow out the box and set it to use a solid texture at one point. that didn't help any.

the pointfile seems to find leaks all over the place. right now it seems to bounce off the invisibox once or twice, only to escape from it at another point.

mysterious.

here you can see i've made the bordering box a solid texture to test, and where the pointfile thinks the current leak is:

leak1.jpg


and a view of the penetration point:

leak2.jpg


on the right hand side you can see the displacement map, a water entity, and an additional nodraw box underneath that was supposed to catch any leaks.

lastly, the pointfile visual from outside in the void:


leak3.jpg



edit: compiling the above suggestion(s) now.
 
hmm. the pointfile still thinks it's finding a leak, though it doesn't report a leak in the compiler.

it does however now report a memory leak:

Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7

and BuildFacelights takes a good solid minute or two and maxes out a 3ghz processor :]

the revised vmf, should you have a sec:

http://www.graphicsdesign.org/718test4.vmf


thanks for the help thus far :]



edit: strangely enough though, when i actually play the map, the water renders fine now?!?
 
If there's no leak, no new pointfile will be generated.
 
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