One question...One problem
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One question...One problem
Question: Could someone remind me what the parameters are for team doors?
Problem: Every other build I keep gettingsomekind of phantom leak that comes from some entity andgoes right through sold brush.
*There are no entities outside the map
*There are no non-solid (trans)texture outside the map (that I've seen)
*There are no openings into the void
I've no idea how to resolve this sort of leak or where it comes from.
Help...
Problem: Every other build I keep gettingsomekind of phantom leak that comes from some entity andgoes right through sold brush.
*There are no entities outside the map
*There are no non-solid (trans)texture outside the map (that I've seen)
*There are no openings into the void
I've no idea how to resolve this sort of leak or where it comes from.
Help...
http://www.qeradiant.com/manual/Q3Rad_M ... 2.htm#func
Load the point file after compiling. Follow the red line to the problem area. Check for leaks. Make sure that you didn't convert part of the hull to detail brushes. Make sure all patches have structural caulk brushes behind them.
Load the point file after compiling. Follow the red line to the problem area. Check for leaks. Make sure that you didn't convert part of the hull to detail brushes. Make sure all patches have structural caulk brushes behind them.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Joined: Mon Apr 25, 2005 11:21 pm
Woops?
Sorry I wasn't referring to CTF, rather the teamdoor key. How to get two halves to work together.
Thnx.
*I tried the next leak thingy. No gibs. I'll try again though.
*There are no detail brushes yet.
*All patches are inside the hull.
The current leak is from a Quad_dmg and goes right through solid brushwork.
Sorry I wasn't referring to CTF, rather the teamdoor key. How to get two halves to work together.
Thnx.
*I tried the next leak thingy. No gibs. I'll try again though.
*There are no detail brushes yet.
*All patches are inside the hull.
The current leak is from a Quad_dmg and goes right through solid brushwork.
Last edited by quibblerot2 on Wed Apr 27, 2005 2:22 pm, edited 1 time in total.
Read the manual (link above) for teamed doors.
Try brush cleanup and if that still doesn't work, delete the offending brush and rebuild it.
Try brush cleanup and if that still doesn't work, delete the offending brush and rebuild it.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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team: assign the same team name to multiple doors that should operate together (see Notes).
Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them.
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Re: One question...One problem
http://www.planetquake.com/bubba/door1.htmlquibblerot2 wrote:Question: Could someone remind me what the parameters are for team doors?
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- Joined: Mon Apr 25, 2005 11:21 pm
I had a similar problem once with a mystery leak - turned out I had moved the edge of a structural brush slightly and thereby gotten a target_speaker inside that brush which caused a leak that didn't display correctly with the pointfile but instead showed another item as the culprit. So maybe a check that no such items (not necessarily just speakers) are buried in the structural brushes could help.
Also, have you enclosed your entire map with a big structural caulked brush, then hollowed it and run a compile just to make really sure all your structural brushes are sitting snugly together?
cheers
Also, have you enclosed your entire map with a big structural caulked brush, then hollowed it and run a compile just to make really sure all your structural brushes are sitting snugly together?
cheers
Yeah, if you leave an entity inside a structural brush it'll 'break' it, ammo boxs (items) for instance don't show up in game if any part of the bounding box, never mind the entity object itself, is buried. Leaving these errors inplace often means you can't get BSPC to work properly either as it borks out when it find one of these 'leaked' entities.
- roughrider
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I'm glad I'm not the only one with this issue. In my current ctf map, I have a problem similar to this one. The supposed offending (func_group) entity isn't in any structural brush. And when I un-group the brushes that I have grouped for ease of movement, it jumps to another func_group set of brushes and says that that one is leaked.
Team *A51* Q3 & QL
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Hmm.
I gotta look into that, except it isn't somethingI've ever had a problem with. But the problem has been recurring even with simple 'box' maps it seems, where I can account for all entities, and there's still a mystery leak. The map compiles and builds, but aas fails.
Appreciate the ffdback here though andI'l look into all of your suggested fixes.
Peece.
I gotta look into that, except it isn't somethingI've ever had a problem with. But the problem has been recurring even with simple 'box' maps it seems, where I can account for all entities, and there's still a mystery leak. The map compiles and builds, but aas fails.
Appreciate the ffdback here though andI'l look into all of your suggested fixes.
Peece.