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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
Prank
I've already made a topic on this but not the most experienced mappers try to answer it. smile-fix.gif


http://www.unknownworlds.com/forums/in...showtopic=80450
Naigel
You're watching into the void... that causes it.
Prank
naigel the map is leak proof. originally there are textures but they are gone when i am done compiling
Thaldarin
Thats a clip or leaf error. Rebuild the brush.
Prank
rebuilding doent help wink-fix.gif
Thaldarin
QUOTE (Prank @ Sep 26 2004, 09:11 PM)
rebuilding doent help wink-fix.gif

Move to different grid position then? I don't know, although similar error used to be in hera ready room.
Prank
I am using quark btw and u can compile 2 different ways. quickcompile or a full compile. most of the errors i get when i do a full compile. I get much less errors when i do the quickcompile that doesnt use the VIS and parts of the RAD. but i have made some progress but a few bugs are different now. i am going to upload a .bsp now
TyrNemesis
*PHASED* to Mapping Help and Troubleshooting
BulletHead
try copying EVERYTHING over to a different map file... it might help actually. Don't know why ... but it helped me with one of my bugs 0o
Prank
http://members1.chello.nl/~m.verbeek08/ns_siege_a.zip


Like i said the bugs got more complex wink-fix.gif

here is a bsp to download including a .wad
MrRadicalEd
Definately a CSG/VIS problem. I've never ran in to anything like this, but then I don't use Quark to compile maps either. Since even after rebuilding the brushes you still experience this than somehow the problem occurs during compile time so you might want to do that differently. You don't have to sit through RAD, just run CSG/BSP/VIS alone and see if those faces are still missing. You would also want to check to see if there are any errors within the editor(I know VHE can, but don't know about Quark).
Prank
I used the batchcompiler but i got the same errors again


and plz dont move the topic. i did it on purpose because i had almost no answers the last time that means ppl dont read this on this forum smile-fix.gif
Kester
it was moved to here because this is the forum for it, if u think ppl arent helping enuff try irc, dont just post in different forums plz

for ur problem, try shiftin the entire map across 8 units
MADMEE
well you sure dont help the vis do you.
its as if you did a fast vis and not a full vis.
things are being drawn miles away from where they are.

And just about everything carves into everything else making more polys than needed. take these lights for example...

user posted image

move them down by 1 unit, null the top and then the big flat roof doesnt get chopped into 4+ polys.

there are thousands of lights about that look like they were added after you made the rest of the map and therefore you have just stuck a 6 sided shape to a wall which in turn carves into the wall. even if you didnt want to imbed them in the walls you could still do like i just mentioned and move them 1 unit away and null the unseen side.

Also you windows shown here...

user posted image

could be just 1 brush so its 1 poly not 4.

if you work on your brushwork it will reduce your r_speeds which i notice are a tad high in some areas....

user posted image

(there are a lot of areas where it reaches 900+)

...and it will probably fix some of the vis problems.

there is something really wrong with one of the doorways as you can pass into the void one way, to contine into the next part of the map but you carnt go back (as you probably know) which suggest there is some kind of entity or brush there perhaps?


but quite frankly i would expect vis problems with a floor hacked up like this....

user posted image

there are also some other things you have missed such as...

user posted image

and

user posted image

also the is a huge annoying bit of glass right above marine start...

user posted image

and the elevator in MS starts at the top and u have to move under it to make it move down, then it comes down quick, hits you on the head and goes back up!! v.annoying.


However the funniest thing was when you join a team you get completly random times displayed. and its about the siege door not even the main door!!

heres the first complete so you can see the game time...

user posted image

heres the rest....

user posted image

notice the last 2 are in the ready room!! i hadent even joined any team yet.


P.S like the secret room.. hehehe

P.P.S i found around 20 problem brushes. and have screenies of them if u need to see where they are
MrRadicalEd
Wow it was VIS and the shoddy brush work.

In the fourth screenshot you can use vertex manipulation to create one large brush that has all of it's vertices connected with the edges of brushes that make up the outer wall.
MADMEE
QUOTE (MrRadicalEd @ Sep 28 2004, 09:27 AM)
In the fourth screenshot you can use vertex manipulation to create one large brush that has all of it's vertices connected with the edges of brushes that make up the outer wall.

hmm you could, in fact he probably did, it was most likely the engine that made the mess because those pillar things carve into the floor and its a curved wall room. there are several possible solutions.

1) move the pillar things to func_walls so they dont carve into the floor (if thats done dont forget to null any face you carn or dont want to be seen. else it will draw too many faces again.

or 2) play with the floor brushes and reduce the amount of polys by making your own better ones.

Prank
madmee i wasnt done with the map yet tounge.gif so i still need to add a few things and get the timers correct smile-fix.gif never did a siegemap before but yeh if u have those screenshots i would like to see them smile-fix.gif

and yep i did a full vis also (in a batch compiler) Quark never use fast vis and fast vis seems to get rid of those bugs but the r_speeds are unbareable
MrRadicalEd
Oh I didn't see those pillars, but if you clean up your brush work I bet many of those problems will go away.

It's like MADMEE said about those pillars. You don't want faces of other brushes like those pillars flush against the floor/ceiling brushes, because the smaller brush will break up the face sitting flush against it. Even that one room with all those rectangular pillars. All of those brushes add up and split the faces of the brushes that those pillars rest upon.
Prank
Well this is that room with the strange vis problem


user posted image
MADMEE
hmm well the floor is 1 big brush like we expected and thats partly where your problem lays, as CSG will have to cut that up into valid polys. now if those pillars wernt there it might do a 1/2 decent job but those pillars make it a lot more complicated.

so if you do want to go around tidying your brush work then you could do what i suggested before, either func_wall, rebuild floor, or even now i think of it you can leave the pillars as world brushes just rebuild them slightly shorter so they dont carve into the floor (dont forget the ceiling while your at it)

i know there is no bad brush just around there but im beginning to think that the more complex your leaf thread is the more likely you are to run into these problems. (see thread i posted other day about that same kinda problem here)

so with all these unnecessary polys its just jacking up your leaf thread when it could be simpler.

Also i remeber something in this thread...

http://www.unknownworlds.com/forums/in...showtopic=80924

....about floating point coords and quark. maybe that could be something to do with it. (wolfys post are most helpfull)


heres a zip of all the screenies i took. all screenies. look carefully some of the things are hard to spot tounge.gif



MADMEE
oh and there was something else i noticed... your moving boxes.. i think if you stop them using the button the moving sound carries on. have t use stopsound to stop yourself going insane with the noise asrifle.gif nerd-fix.gif
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