I Would Like You To Keep At It.
#10273 posted by Drew on 2014/01/05 19:48:19
Drew
#10274 posted by Breezeep_ on 2014/01/05 19:51:43
If you want me to keep at it, how am I supposed to fix all the vis errors?
It Would Help To Post Them Here
Here's A Bit Of My Vis Compile Log:
#10276 posted by Breezeep_ on 2014/01/05 20:02:58
---- WVis 2.31 ( XT build 1.01 ) ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
Further mods by Tuna, rebb
Detail code by Alexander Malmberg <alexander@malmberg.org>
File: Bre01.bsp
LoadPortals: couldn't read Bre01.prt
No vising performed.
Disregard What I Said.
#10277 posted by Breezeep_ on 2014/01/05 20:12:39
Found out what was happening, but there's a bug when near the waterfall, I get this odd HOM bug. how do I fix it?
Ah The Joys Of Mapping....
You could always post some screenshots of the area and maybe a wireframe view of the area?
I'm On The Verge Of Starting Over...
#10279 posted by Breezeep_ on 2014/01/05 20:34:24
Ring
#10280 posted by SleepwalkR on 2014/01/05 20:46:23
You should make the map file available to one of the more experienced mappers here. I'm sure someone can tell you how to fix these problems. Maybe ask negke or necros, they are good at diagnosing technical problems.
Waterfall To Bloodfall
#10281 posted by Barnak on 2014/01/05 21:07:08
May I suggest to change the waterfall to something more in line with the red sky ? Bloodfall, or lavafall, with a river of hot blood/lava around the crates...
Would feel more "out of this world" !
Best thing to do is check to make sure vertices in the affected area are grid snapped. Make sure there are no mixed faces. Also is the map sealed off from the void? Sometimes a map which is unsealed has weird vising issues, plus be careful with brush entities as vising can sometimes occlude them in areas you definitely don't want them to be occluded from.
SW has a nice idea too, one of more experienced mappers may be able to diagnose the problem. It make be a simple case of rebuilding a few brushes in the area also.
Well, Here It Is.
#10283 posted by Breezeep_ on 2014/01/05 21:15:39
Thanks For Uploading The Source
#10284 posted by rebb on 2014/01/05 22:00:01
I'll have a look too, maybe its a problem with the tools. I would also recommend compiling the map with TyrUtils and see if the problem persists.
Rinqquaddamage
#10285 posted by madfox on 2014/01/05 22:09:42
***ERROR 20: Found a non-convex face at (3288 -5275 608).
Working on it.
Which Level Editor Did You Use?
#10286 posted by SleepwalkR on 2014/01/05 22:25:53
The Map Was Made Entirely With Trenchbroom.
#10287 posted by Breezeep_ on 2014/01/05 23:03:22
#10288 posted by Rick on 2014/01/05 23:07:13
What texture were wads used? Some of thos I can't find. If you make the "bad" bsp available they can be extracted.
One thing I noticed that seems a little weird is that, in the rock areas around the waterfall, you have "tri-souped" using brushes with non triangular tops. Looking down from the top I would split these into two triangular brushes.
#10289 posted by ijed on 2014/01/05 23:10:49
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas.
#10290 posted by ijed on 2014/01/05 23:10:49
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas.
Literally Took Ages On My First
plugging bsp holes and bug fixing takes a while. I had problems where entire areas would scrunch into a mess with weird shapes.
I ended up redoing whole areas and brushes. Also I found that when you have too many overlapping brushes it tends to cause serious problems.
@rick Texture Wads In Order:
#10292 posted by Breezeep_ on 2014/01/05 23:25:07
offcut.wad by sock (found in ivory tower pak)
Quake101.wad
kdmtex.wad found here:https://www.quaddicted.com/webarchive/kell.quaddicted.com/
idbase_ultimate.wad
Kdmtex Link Fix
#10293 posted by Breezeep_ on 2014/01/05 23:25:49
Ring
#10294 posted by SleepwalkR on 2014/01/05 23:39:57
Make sure to go to Map Properties, then check the "Force integer plane points" check box.
Can't Compile It On TreeQBSP V2.03
#10295 posted by madfox on 2014/01/05 23:57:29
It keeps on error20.
E
ven a big box around it keeps args on the non-convex face. I can't compile it.
I'm afraid there are too many shape-brushes that are used as hull-brushes. Then there's always a leak-error.
Fox
#10296 posted by Breezeep_ on 2014/01/06 00:02:50
I used TxQBSP 1.13 to compile the map, and I thought it worked fine.
Fix This
#10297 posted by Rick on 2014/01/06 00:16:44
>>> Parts of the map are outside the 4096 limit.
txqbsp_xt generated 33 warnings, mostly point-off-plane but some r_cutnodeportals also
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