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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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Hurt? 
Heheh.. no. 
Yes 
as long as your support tends to suppose... 
Again One Problem 
Hello,
A new problem appeared to my map.. While playing, suddenly I fall down throught the ground... I take a look at aguirRe Quake Tool tips, and I checked all brushes and texture alignements... (as recommended) Same problem remains.. I have to make a try typing "pointfile" but it appears that TxQBSP didn't generate a .pts file.. Sure I missed some option in my QuArK configuration, but I don't know really what to do... Is there a noble guy, or more, who can help me ??
Thanks.. 
Again One Problem 
Hello,
A new problem appeared to my map.. While playing, suddenly I fall down throught the ground... I take a look at aguirRe Quake Tool tips, and I checked all brushes and texture alignements... (as recommended) Same problem remains.. I have to make a try typing "pointfile" but it appears that TxQBSP didn't generate a .pts file.. Sure I missed some option in my QuArK configuration, but I don't know really what to do... Is there a noble guy, or more, who can help me ??
Thanks.. 
Sorry For Double Post... 
 
Hm 
probably there's an error brush in that area.
try rebuilding the floor there.
and sigh, quark is evile.... 
Yet Done.. 
I tried this: I added brush platform on the "base-ground", and I carefully aligned the texture with my pillars, and walls... Same effect.. Furthermore I don't have any warning or error during TxQBSP compilation... It only misses the pts file to test pointfile command in the Quake console... I also tried a full building (TxQBSP + RVis + TyrLite) instead of fast one (TxQBSP + TyrLite)... no effect.... 
Hm 
check if the floor brushes have proper textures. i.e. no tex mix like floor+sky or floo+liquid on one brush. that should give an error in compiler, but still check it... 
Right 
I'll check if the texture applied is the same on all brushe's face.. It's perhaps not the case... And how to generate a pts file ??? 
Jpl 
it gets generated only if the map is leaked... 
Vondur 
Could you explain me a little bit more pleae ?? I'm not sure to understand clearly "leaked map" concept.... 
JPLambert 
You'll only get a pts file if the maps leaks, i.e. there is somehow an opening from an entity inside to the void outside. Falling through a corrupt floor brush inside the map doesn't cause a leak.

Send me the zipped map+wad and I'll take a look at it. 
Jpl 
Quick Fix 
Make the bad brush a func_wall. 
&* 
probably off grid brushes creating errors. quark does that a lot. use a better editor :) 
OK... 
.. I'm not able to check anything now: I'm at office :( grrrr...
So I'll take a look this evening trying each solutions you gave me... hoping at least one will works...
aguirRe, I will send you zipped map and wad if I don't find any turnaround... thanks for your contribution..
Thanks a lot everybody.. 
I Forgot To 
mention that you don't need a pts file to find the problem here; you fall through it ... The dotted line would probably only pass through this brush anyway.

Also note that in many cases, it's not the actual penetrable brush that is the culprit. Often it's a neighbour brush or in some cases even a bad brush junction that's not in the immediate neighbourhood.

It can certainly be a challenge to fix. I'd appreciate the map even if you do find a cure; there's always something new to learn from it. 
AguirRe 
I will do my best to solve the problem myself in a first time... If I find the problem, I'll send you a mail for further explanations if you like... or a post here... anyway...If I can't solve the problem this evening, I'll send you the files.. hoping it's only a mistake coming from me and not from the tool...
I will see this in a few hours now... 
I Dont Remember.. 
if the player start is stuck in a floor brush if it falls through or is just stuck... maybe. 
Player Start... 
.. placed too near a brush make the player stucked.. and a possible HOM problem as well... The player can be blocked partially inside the brush and can't moove, he can just rotate left, right up or down... but walking is impossible... I made this mistake in my first trys... 
HOM Only For Scrags... 
I got the same problem. I found a solution, by sealing the the brush over the HOM-creating area with another one. I don't know if it works with a floor. 
About Post 1490-1491 
I solved my problem, thanks everybody who helped me and gave me the good lucky "inspiration"...
In fact, it was a minor problem not detected by TxQBSP... (I don't know why, but it seems to be normal..)..
I had two brushes (a platform and a wall) orthogonaly placed, enclosed each other by a corner of each one face... It results in a "one dot separating line" between floor and wall... (don't know if it's clear...) TxQBSP didn't see this and never found any warnings or errors... (No holes found, no off-grid brushes, no bad aligned textures, etc... TxQBSP works correctly because the map seemed to be correctly build... ) but during the game, the player fall throught the floor !!! The map leak... shit ....

So after many trys, many investigations, walking slowly to detect clearly were is the leak.... falling many times, dying a lot as well... I finally found it...

Lucky I was trying to increase a little the size of the 2 brushes, in order to overlap each other... and the miracle occurs: no more leak, it works !!!
Sure it was a beginner error, but happy I am to find it by myself...
Bye... 
:) 
do not use quark :> 
I Try To Do... 
... my best with what I have... But QuArK seems not to be as bad as someone think... QuArK required perhaps more care than other tools during mapping effort... Perhaps you only need to be more precise using it... Furthermore, it is a pretty good editor to start mapping with... that's my beginner opinion... 
Good To Hear 
that you fixed the problem. However, there can be more such clipping errors and they might not be as obvious as this one. E.g. walking into a corner and falling into a position where you'll have to noclip to get out.

Look in my ToolTips in the "Hull Explanation" section for more info. To make the clipping errors more visible, add the qbsp options -hull 1 -solid -noents and watch out for HOMs in the map.

The HOMs indicate areas where the compiler has problems with the player clipping hull. 
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