"SubdivideFace: Didn't split the polygon near (-3232 -624 -208), twall2_5"
I broke it :(
Well
#10329 posted by RickyT33 on 2010/10/08 21:44:40
Which editor are you using?
Also:
http://user.tninet.se/~xir870k/tooltips.txt
Very useful.
Do a "check map for problems" in WC3.3.
Try and find any faces with daft texture dimensions.
Thanks :)
Doesn't come up with a brush problem in check for problems. Guess I'll just poke the textures as you said.
It's odd though. The section of map in question I made in a seperate file and copy/pasted over. Only broke when trying to compile after sewing it together. Was a lot of brushes though so I guess it just broke something :(
Zoom In On It
#10331 posted by RickyT33 on 2010/10/08 22:08:16
and look for mis-aligned vertexes.
Ah, Found The Blighter, Cheers :)
For some reason a random face at the back of a func_train was 0.25 scale...
So...
...Fitzquake does have an entities limit :)
Have to cut my map in half :E
Or...
#10334 posted by metlslime on 2010/10/09 02:10:21
raise max_edicts to a higher value.
Can I do that without changing source code? :E
It's A Cvar
#10336 posted by metlslime on 2010/10/09 02:44:15
The Clipping Tool And The Vertex Manipulation Tool
#10337 posted by RickyT33 on 2010/10/09 03:03:15
are invaluable in WC3.3, but the textures can often become fucked up as a result. The best bet is to highlight the brush, then go into texture mode, then send the textures from all brushes "to world" (see texture panel) or "to face". These give different results, depending on the angle of the face. "To World" is good if everything is on grid, just perhaps shifted slightly in 1 direction. ~Use "to face" if the face is at a weird angle or if the face just looks fucked up. :D
When I Say "all Brushes"
#10338 posted by RickyT33 on 2010/10/09 03:04:42
I mean "all selected brushes"
Also
#10339 posted by ijed on 2010/10/09 03:06:18
'Perpendicular to Face' is a common error from clipping, but the find errors thing will apply the same fix as 'apply world coords' and save you some time on a big map.
"It's A Cvar"
So it is...ahem, thanks :)
Fao Ranger:
#10341 posted by rj on 2010/10/09 18:05:40
just found this tool which should make changing textures in a bsp with texmex possible:
http://www.quaketerminus.com/tools/updbsp.zip
Very Weird Problem
#10342 posted by RaverX on 2010/10/12 00:46:41
I have a very strange problem. I have a tunnel somewhere in my map, everything is ok. I changed that tunnel a little (to make him more "curvy") and suddenly I have an error when I compile the map - the compiler say that it detected a leak on the map : I followed the red line and ... the line goes right THROUGH one of my tunnel walls ! WTF ???
I cand start the map (partially compiled - it has no lights) and I go where the problem is and what I see ? It's a solid wall but I can walk right though it and I fall from the map.
It's really frustrating, can anyone give a clue of what might be wrong here ? I don'r have func_illusionary or something like that, everything is solid...
Corrupt Brush
#10343 posted by ijed on 2010/10/12 01:06:40
The brush with the line going through it is corrupt for some reason - delete it and make a new one to replace it. Most likely it's broke because it's concave and not convex, so bear that in mind.
It could also be the surrounding terrain that's breaking it, if you've got a lot of brushes intersecting each other off-grid, in which case make that not happen with vertex editing. In other words, make the places where the brush lines cross each other on-grid.
Probably An Illegal Brush
#10344 posted by RickyT33 on 2010/10/12 01:07:36
Have you been moving vertexes? Make sure that all of the brushes are still convex 3d shapes. You might have to delete an illegal brush and then replace it.
Assuming
#10345 posted by ijed on 2010/10/12 01:08:01
That those brushes are forming the hull0 or the boundary between the inside of your level and the void.
#10346 posted by RaverX on 2010/10/12 01:52:06
Thanks, I deleted those brushes and made them again (and I also played a little with some points), but I still have leaks, it's driving me crazy, I surrounded the entire map with a big box and I recompiled - I walked around the map where the leak is reported now, but I can't see a leak. It's very, very, VERY annoying, imagine that I have a map that it's working and now it's not working because I changed some walls and the leak it's reported in completly other area :(
I did another thing : I took a copy of the map that is working and I compiled it - everything ok. Then I just added the new tunnel, I didn't delete ANYTHING, just I added the new tunnel over the old tunnel and BAM ! leak - that's f*king impossible :( I hate this aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarghhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Post A Copy Of The .map
#10347 posted by ijed on 2010/10/12 02:13:05
And I'll take a look.
Yeah
#10348 posted by RickyT33 on 2010/10/12 02:31:43
Have you been using the WorldCraft carve tool by any chance?
Quark
#10349 posted by RaverX on 2010/10/12 02:37:57
I use Quark, here's a screenshot :
http://img820.imageshack.us/img820/3828/newtunnel.png
The selected brushed are the only thing that I added (nothing is deleted, for test). The brushes are X mirrored, that's all.
It's beyond my comprehension how ADDING new brushed can make a leak in the map, it's simply impossible, but it happens...
Without the new brushes the map is compiling perfectly. I add some brushes and I have leaks...
Can't Tell Much
#10350 posted by ijed on 2010/10/12 02:57:50
Since I'm not a Quark user, but I suspect its what I said before - the brushes crossing each other at a point that's off-grid, effectively making an off-grid point thats giving you your leak. Maybe.
Something To Note:
#10351 posted by metlslime on 2010/10/12 02:58:15
is it a leak in hull0, hull1, or hull2? Sometimes hull0 will be healed but one of the other hulls will not because of a compiler error. If this is the case you might be able to plaster over it with a clip brush.
#10352 posted by metlslime on 2010/10/12 02:58:39
healed = sealed
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