#14762 posted by
metlslime on 2015/01/20 18:21:03
ah, now i looked at the picture.
Just extend the floor and walls so that the area around the path corner is fully solid.
Maybe I've should've tried that :)
Ok, Another Issue Then, Hopefully Less Stupidity...
When using the QBSP; TxQBSP found here:
https://www.quaddicted.com/tools/map_compilers
My func_details disappear. No collison or visability...
The QBSP found in a pack called TyrUtils render the func_details but I prefered the new one's error messages.
Func_detail Is A Tyr Feature
#14765 posted by
Kinn on 2015/01/20 18:50:14
none of the older compilers will support it.
That Page Is Outdated
#14766 posted by
ericw on 2015/01/20 18:50:43
You can get an updated txqbsp with func_detail support at:
http://www.voidspark.net/projects/bjptools_xt/
Thanks!
What's the main difference between tree and tx?
Their Age
#14768 posted by anonymous user on 2015/01/20 19:40:53
My Don Key
#14769 posted by
madfox on 2015/01/21 00:44:07
I'm just using the new bjptools, and if it has on outcome like
CheckFace: ^-- Brush 1030, Line 36552
how do I get so smart to find in the editor that brush?
I can find it in the map with textpath, but that's not the editor.
Notepad++ ?
#14770 posted by
ijed on 2015/01/21 00:58:17
You'll see the brush it belongs to and can coordinate it from there.
What editor are you using?
Textpad5
#14771 posted by
madfox on 2015/01/21 04:50:23
I know where to find a brush in the map,
I just wondered how to find it in Quark orRadiant.
#14772 posted by
necros on 2015/01/21 04:51:33
radiant has a 'select brush #' in one of the menus, but no idea about quark. it should though, every editor has that function.
Bjptools_xt
#14773 posted by
Cocerello on 2015/01/21 11:18:53
The latest one is giving me a report about a virus (win32:evo-gen [Susp]).
Tried All
#14774 posted by
Cocerello on 2015/01/21 11:20:20
and all give that report.
Yeah
#14775 posted by
Hrimfaxi on 2015/01/21 13:16:41
I got the same yesterday!
Which Scanner Are You Guys Using ?
#14776 posted by
rebb on 2015/01/21 13:26:51
I have Avira Antivir active, i scan the Archives before uploading with both Avira and Malwarebytes.
I just did so again, as well as uploading the files to Jotti / Virustotal / VirScan.org.
All come up clean.
If you guys are using Avast, theres a few reports about this :
https://forum.filezilla-project.org/viewtopic.php?t=33818
Yes, It Is Avast
#14777 posted by
Cocerello on 2015/01/21 13:32:23
But i found so many websites contradicting each other (some say like that one that it is a false positive, others that it is a virus that slowdown your computer and some others even tell you how to delete it) that i preferred to play it safe and report it.
But if Hrimfaxi uses Avast too, i suppose it can be an only-Avast issue.
Publish Checksums Of Your Binaries
#14779 posted by
Spirit on 2015/01/21 17:53:54
case solved
Yes
#14781 posted by anonymous user on 2015/01/22 17:41:32
Use func_walls with skip texture.
Careful Though
Since that will block projectiles and break the monsters' line of sight.
Errr
#14783 posted by
Kinn on 2015/01/22 18:00:11
I thought Tyrann's tools handled brush models made with clip brushes?
#14784 posted by
metlslime on 2015/01/22 18:02:38
one way to improve it is to make a func_wall where the main body is a clip brush, but that has small skip brushes at 2 opposite corners.
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model, which means you can pass through them if you don't contact the too-small bounding box.
By adding the skip brushes at opposite corners, those brushes ensure the bounding box is correct. And the middle clip brush will work then.
#14785 posted by
Kinn on 2015/01/22 18:04:26
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model
Fixed in TyrUtils apparently.
Awesome Thanks
#14786 posted by
Rapowke on 2015/01/22 18:04:39
but now they show up ingame with the skip texture, how do i prevent that?