I keep falling through this floor...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
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Post by obsidian »

Duhard, unless you have something level editing related that you would wish to add to this discussion, please take what you have to say to R&R. People here don't appreciate thread derailing.
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Scourge
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Post by Scourge »

bork[e] wrote:pjw - I'll give that a try also, as far as I know it was all textured/created right. But I'll remake them to make sure.
I've had that happen myself. Never did figure out what it was, but deleting them and rebuilding it solved the problem. Have you looked through the compile log for any errors? There may be a hint there.
Duhard
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Post by Duhard »

Shit I got owned out of Level Editing and Modeling...maybe I should just stick to crushing the guys who make shitty maps...bye.
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SonicClang
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Post by SonicClang »

borke did you ever figure this problem out? Maybe it's not the most technical answer ever... but have you tried deleting the brush and creating it from scratch? Whenever I get a bad brush that's what I do.
The number 1 cause of death in games is panic.
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bork[e]
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Post by bork[e] »

nahh, didn't get it working.

I tried most suggestions here but after chating with Kaziganthe a little I've decided to change that up a bit.

So I just deleted that section and ran the crossing a little closer to the wall.

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sumatra
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Post by sumatra »

If you like to re-add this section, this could help:
The last conceivable solution would be to duplicate your curve brushes and add the cushion texture to it.
By duplicating I mean to copy/paste them and put them to the same coordinates as your original brushes. Often solved this issue.

Sorry for lag of reply, but I realized this thread very late :D

sumatra
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o'dium
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Post by o'dium »

That "last resort" you made by keeping it close to the wall is gonna cause trouble in the long run. Its quite odd looking (Given the texture and the geometry) and its very small :(
pjw
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Post by pjw »

If you still have a copy of the old .map, I'm curious. Would you be willing to put it up somewhere and let me have a look?
bork[e]
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Post by bork[e] »

sumatra wrote:Sorry for lag of reply, but I realized this thread very late :D
np man, if I end up moving back to the original idea I'll give it a try.
o'dium wrote:That "last resort" you made by keeping it close to the wall is gonna cause trouble in the long run. Its quite odd looking (Given the texture and the geometry) and its very small :(

Well, I haven't even released a alpha so textures are going to change...Same for the geometry. The size imo isn't too small while in game running for the MH, it might end up being a little small but I'll find that one out later as well.
pjw wrote:If you still have a copy of the old .map, I'm curious. Would you be willing to put it up somewhere and let me have a look?
Here is an older version with the problem I was talking about. At work currently so can't test if that version is borked or not but above is the .map anyway.
pjw
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Post by pjw »

Heh. Okay, I finally had a chance to look at it.

Two sides of both of those brushes were textured with a _trans texture. All _trans textures are non-solid, so your brushes were ending up non-solid part of the time, depending on compiler whims.

After I changed them to the normal (non _trans) version of the same texture, everything was happy. (I also noticed that the same _trans texture was on the side patches on the curved part, so don't forget those.) In the future be sure to actually check textures by selecting the faces, or checking what's used in your texture window, rather than just eyeballing it. :)

Also, what's up with all the notex on most of the hidden surfaces in the map file? This really isn't a good idea since those are basically untextured faces, and I'm not sure what problems that might cause. You should probably do a Textures-->Find/Replace and switch most of those to caulk (except for anything you need to be special-property or pass-through, such as skies).

[Edit: LOL. Just realized that Kaz had it in the second post. That amuses me.]
bork[e]
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Post by bork[e] »

The only reason the notex is there is because that's a early version of the map. Was still throwing rooms around and stuff...

As for the mistake I made... :(
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