The level has to be completely contained on all sides with brushes, even space maps.
What you're seeing is 'void'. use r_clear 1 at the console to get it to turn bright pink (makes it easy to spot areas you haven't plugged).
Bots won't compile until you completely seal the level.
Technical nonsense explanation
Because there's nothing for Q3 to render in the 'void' space, what you're seeing is just areas of the video buffer left over from previous frames. This is why it produces a kind of smearing effect as you move around. The r_clear command tells Q3 to clear the buffer before each frame, hence replacing the hall-of-mirrors effect with delicious electric pink.
Why doesn't Q3 clear the buffer by default after every frame? Because there's a performance hit in waiting for the memory area to be zeroed. Plus I believe there are a few graphical effects you can implement that depend on the previous frames contents being left in the buffer. I can't remember any examples, though.
Last edited by Foo on Thu Mar 11, 2010 9:59 am, edited 1 time in total.
The whole level is contained within a hollow with the texture 'invisible' - that's the only black texture I could find, but I guess I'm seeing through it to the void?
EDIT: nice typo.. it's the whole level, not the hole level
Last edited by Rath on Thu Mar 11, 2010 10:01 am, edited 1 time in total.
Nice, that took care of that problem. Now I can actually see the problems I have with lighting and whatnot.
BTW, I have glitches in brushes where they're clipped (flashing black lines, but no space between the brushes). Think you can give me a pointer on that as well?
well this is kind of embarrasing. some of the debug options (probly the surface one) in the BSP compiler may have caused the lines. Well, learned something there then
Thanks alot anyway, think I'm good to go for making the final adjustments now.. Cheers!
You have a bunch of nonsense in the compile switches. Don't use a switch unless you actually know what it does.
For a quick test compile just run:
-meta
-vis -saveprt
-light -fast -patchshadows -bounce 2 -gamma 2 -compensate 4
And for a good final compile, change the light settings to this (takes longer):
-light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty
Never heard back from this guy, and I still have an UNREAD message in my Outbox from 2010-03-11. I messaged him "don't give up."
Either he's a little bitch and gave up, or he released his map and decided to stop and leave the q3 scene suddenly without talking about his release here.