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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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"Also, what causes clipping warnings? I'm guessing it's when two brushes intersect in the same space. Is this correct? "

No, the whole purpose of QBSP is to clip and trim overlapping brushes. Well, almost.

What's the specific error? It's usually off grid stuff that annoys it... 
Clipping 
I'm not near my pc at the moment, but I can check when I get home.

I just thought of something, though.

I could copy the map into a new file, piece by piece, and compile it piece by piece until I get an error or a warning. That way I'd be able to pinpoint in exactly which section I'm receiving the warning or error (aside from the inevitable leaks from parsing the level in pieces, of course). 
 
if floating point error is your problem, copying the map piece by piece is just going to make it 1000 times worse. delete parts of the map until it DOES build.

don't go a little bit at a time, though. you can save time by deleting half the map, and continue with just the half that built. repeat. 
 
You need to post the exact error message. If it's warning: CutNodePortals_r:new portal was clipped away, that can be ignored or fixed depending on where it is. I can't off hand remember any other errors that mention "clip". 
Ruin 
couple of ideas:
-Make sure you're on the latest TB1 release (1.1.6).
-Use the "force integer plane points" mode in Map Properties. (save a backup first)
-Try both rebbs tools ( http://www.voidspark.net/projects/bjptools_xt ) and tyrann's/mine: http://ericwa.github.io/tyrutils-ericw/
-keep the map boundary brushes that face the void tidy, use simple rectangular slabs
-give the .PTS viewer in TB another chance. the leak lines can look like nonsense at first but try following the line from one end to the other. 
Can't Find A Light Leak 
I picked up a map I abandoned ages ago, because I think the map itself is a nice design. I have a light leak that I can't find. No matter what I do it tends to persist.

Can one of you guys help me find the culprit brush?

https://www.dropbox.com/s/229q4jt4rbuvmt8/hellvert.map?dl=0

As an aside, should I persist and try and find said leak now, or should I continue with the map and try and find it later?

Cheers. 
 
Can't open that .map in gtkradiant... weird?

Anyway, generally the best way to find a leak in a weird place is to cover half the map in a large brush, compile, if it still leaks, cover half the leaky side in a brush, etc etc until you narrow down the area where it leaks.

If it's a bad brush, it will likely be something non-cube, so keep that in mind once you narrow down the area. 
Thanks Scampie 
I have a non-ideal solution that works for the time being. I will need to revisit it later though... 
 
You wrapped the whole level inside *rift1 liquid walls? When I replaced all *rift1 with a solid texture it worked. 
The Shame 
rift is liquid?

I "solved" the problem by putting a giant hollowed cube outside of the sky. I thought I still had shitty geometry that was causing the problems. 
 
If the texture name start with a "*" it's liquid. 
 
Don't box your maps because you can't find a leak. Every editor loads pointfiles, just use the tools to fix the leak. Otherwise you're tripling the size of your .bsp with a ton of useless surfaces, all lightmapped with acres of black.

The compiler needs a leak-free hull to know what surfaces to prune away. When you put the whole map in a box, the compiler prunes away just the outside of that box and keeps everything else
Lunaran 
yeah, it was a temporary measure, now that I've changed my sky back to a solid >_> there are no leaks 
Enliten 
I liked the navigation. Actually I'm resisting the temptation to steal your level.

Here is a demo with the Reaperbot:

http://quaketastic.com/files/demos/multiplayer/hell_adib.7z 
Adib 
Thanks man.

Whenever I see bots play I'm always reminded that they're accurate idiots.

I'm still not sold on the teleporter destinations. When I first made the map it had really good flow, but would have been confusing for players, as the teleporters they came out by didn't teleport them to where they came from.

So I decided to make the borders of the teleporters and the destination pads textured similarly, so that the player would get used to what comes out where.

In hindsight I'm not sure if adding a mnemonic to remember destinations is worth the sacrifice. 
 
I missed it because I don't have the textures. I played on checkers, mostly. If you don't mind I'd love to make a "reload", new version or whatever (of a map that's not even finished, I know). But if you mind, no problem, looking forward to play it :D 
Sure Thing 
Let me know if you need me to reupload the .map file as I removed it from dropbox.

If you want to play the textured (latest) version to get a better feel for what I was going for I've uploaded it: https://dl.dropboxusercontent.com/u/108695968/hellvert.bsp.zip


It's still incomplete but it's getting there. 
Adib 
Yay! 
 
Clipping 
The message is:
WARNING: CutNodePortals_r:new portal was clipped away

This is the only warning I'm getting. No more warnings about leaks, but it still won't vis. It's not writing the prt file, but it's also not writing a .por file either, so I can't pinpoint the clipping portals, or the leaks.

Sorry it took me so long to write this. 
That Warning 
Is not stopping Vis AFAIK... 
Paste The Complete Qbsp Output Please 
use pastebin. 
 
I get about 5,000 of those warnings every time I make a map. I wouldn't worry about it. I can't remember the last map I made that had clean output from QBSP... 
Lolwhut? 
I usually fix those, because i can. 
 
How? I'm willing to learn but I have no idea what it's even talking about so ... 
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