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Portals in the void. https://www.quake3world.com/forum/viewtopic.php?f=10&t=53865 |
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Author: | obsidian [ 04-23-2018 07:28 PM ] |
Post subject: | Re: Portals in the void. |
Try selecting brushes within the hull of your map and copying into a new map file and see if that causes the same issue. Try temporarily removing hints. |
Author: | kaustic [ 04-27-2018 09:38 PM ] |
Post subject: | Re: Portals in the void. |
Ya I had already taken all the hints out of the map. Placing hint brushes isn't my strong suit as it is. I've replaced the hull of the map with out any difference. So I tried moving the entire map on the grid and all it did was change where the portals were. they moved from being at the lower floor level to being at the ceiling level which was kind of strange because I moved it up. I've used brush cleanup. It doesn't seem to be effecting anything as far as game play goes and the bots don't act retarded. Bots play the map really good. I'm going to try and copy the hull in small sections at a time to GtkRadiant 1.6.5 and see if it works. |
Author: | obsidian [ 04-28-2018 07:15 AM ] |
Post subject: | Re: Portals in the void. |
Are they appearing where the block lines are (show blocks option)? |
Author: | kaustic [ 04-28-2018 09:41 AM ] | |||
Post subject: | Re: Portals in the void. | |||
Ok its fixed. Turns out that the sections of the map that extended below the map ,that I had fog in was the culprit. I had decided to see what happened if I just got rid of the pits because after loading up the original map aty3dm5 only to find out it had the same problem. Until recently I had not known that in some situations portals could be created out in the void and therefor have never looked out there while viewing the prt . I still don't understand why it happened. Putting brushwork below 0 on the y axis shouldn't be an issue as far as I know. Here are a couple of screenshots just to show more of what it looked like. That big blue mess in 2d no longer looks that way(one of reasons for rebuilding the hull).
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