Addendum
#12706 posted by oGkspAz on 2015/10/16 11:05:42
I forgot to add that after some Trigonometry calculations the angle to get the textures to line up correctly in spz1dm1_txqbsp.jpg is 26.6�
#12707 posted by JneeraZ on 2015/10/16 11:34:48
You can likely fix the second one by passing in "-oldaxis" or whatever the flag for that compiler is. It flips the 45 degree determination logic...
The 3rd Warning Is Crucial
#12708 posted by mfx on 2015/10/16 12:59:16
check the coords given, there is a hole in your map.
You can put the .pts file into your /maps folder, load the map in engine and via "pointfile" command check where the leak is located.
Lol
#12709 posted by mfx on 2015/10/16 13:01:00
i read only the half of it.
Note that liquid brushes (*prefix) dont seal your map, so it looks like that teleporting brush could be the cause of the leak.
#12710 posted by oGkspAz on 2015/10/16 13:10:07
The strange thing is with txqbsp the leak doesn't happen. There's a solid wall behind that teleporter brush. I just checked the entity after my post earlier and that's also not outside the map. Possibly due to the supposed leak it does not vis with tyr_qbsp either.
-oldaxis worked by the way thanks.
Pointfile
#12711 posted by SleepwalkR on 2015/10/16 14:06:12
You can also load the pointfile in TrenchBroom if it's in the same directory as your map file.
Addendum
#12712 posted by SleepwalkR on 2015/10/16 14:06:53
It's under the File menu. After that, you can ride on the point file trace, look in the View > Camera menu to find the shortcut keys to advance / retreat the camera.
Pts
#12713 posted by oGkspAz on 2015/10/16 15:50:37
Loaded up the pointfile in TB but it seems to go straight through the middle of a solid brush, not the joins of any. It seems placing a teleporter entity at a 45� angle is a bad idea =P
Would it be too forward to ask somebody to have a look at it?
No It Wont
#12714 posted by mfx on 2015/10/16 16:13:38
first try to delete and remake that brush, if you haven't already.
#12715 posted by oGkspAz on 2015/10/16 17:08:36
After various cases of "Is it this one? Delete, recompile, No!" etc I just deleted the whole lot and started again.
Good news: No leaks
Bad news: wtf...
http://www.quaketastic.com/files/spz1dm1_wtf.jpg
(could have sworn i was in the screenshots directory, oops...)
#12716 posted by mfx on 2015/10/16 18:08:40
Yep, thats a missing face, check for floating point inaccuracies.
Or even duplicate brushes at that spot. Or or or.
Try to keep the brushes on grid and their texture alignments too.
If You're In Trenchbroom
#12717 posted by ijed on 2015/10/16 19:58:04
Snap the verticies of all nearby brushes. I think it's under edit? Or Tools maybe.
#12718 posted by oGkspAz on 2015/10/16 20:21:24
Okay, figured something out. No matter what the brush looks like, as soon as I add it inside this area, that wall to the in the WTF screenshot gets the missing face. Even these 2 pillars I have in now cause the same issue.
http://www.quaketastic.com/files/screen_shots/spz1dm1_TB.jpg
Interesting...
#12719 posted by oGkspAz on 2015/10/16 20:34:00
Just ran a test. Compiling the exact same .map with txqbsp instead of tyr's and that brush works fine.
#12720 posted by ericw on 2015/10/16 20:50:23
In my experience those sort of differences between tyrutils and txqbsp are usually due to the different default epsilon values the compilers have.
For research purposes: try passing the flag "-epsilon 0.0001" to txqbsp, it should bring back the flickering face. The next version of my tyrutils-ericw will support that "-epsilon" flag so you can tweak it.
However, as ijed says there are probably some off-grid brushes / small misalignments that are the root cause.
Epsilon
#12721 posted by oGkspAz on 2015/10/16 21:35:05
Just gave it a go but no flickering faces that I can find anywhere. Tried snapping vertices too (Ctrl+A and the ctrl removing all the entities. Ouch)
Thanks all though. Giving up for today. I'll make do with the misaligned trim for now.
Screens Before I Call It Final
#12722 posted by foogs on 2015/10/17 02:44:38
I don't really wanna do any wall detailing. but here's some screenshots before the final release:
http://imgur.com/a/GNRJv
-extra4 -dirt -dirtgain 0.5 -dirtmode 1 -light 50
http://www.mediafire.com/download/5qio1p35pvaqe90/shifter_b10.bsp
thanks for the advice on the lighting tools and everyone elses input.
Nice !
#12723 posted by JPL on 2015/10/17 14:39:46
It Really Looks Nice!
#12724 posted by mfx on 2015/10/18 01:42:42
Curves And Yellow Light
#12725 posted by PuLSaR on 2015/10/18 19:00:03
Pulsar
looks good. I can see some vertex snapping issues in that screenshot on the right hand side. This type of architecture can be difficult to get on grid for sure.
Fifth
#12727 posted by PuLSaR on 2015/10/18 19:05:08
It's actually on grid in editor but it turns out that way after qbsp. Don't know how to deal with it.
#12728 posted by necros on 2015/10/18 19:20:13
pulsar: which editor and compiler are you using? make sure you turn off integer planes in TB, this has always been the source of problems for me.
^^^
#12729 posted by necros on 2015/10/18 19:20:39
and same goes for radiant, there is a integer option there as well.
Hm
#12730 posted by PuLSaR on 2015/10/18 19:26:40
tho I've got an idea of how to fix this. Though every vertex of these brushes is on grid I have a problem with the shape due to the difference between rear face that can't be seen and face that is actually visible. If I cut of the rear part of each brush , I may solve this problem.
http://clip.corp.mail.ru/clip/m0/1445188735-clip-112kb-b5AsCfnN6ugp.jpg
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