I get this problem when I try to put a tele exit marker decal on my map. I used nodraw on the other faces and its 8 units high, then sunk into the floor brush by 8 units then raised by 0.125. Is that the right way to do it?
Here is a screenshot which shows the problem. If I remove the decal the problem goes away!
How you do your decals are details. You can use a patch, you can use _decal with polygonOffset, you may not like your green eggs and ham. The important bit is why is his floor brush disappearing? Just sinking a brush into the floor normally wouldn't do this. I suspect nodraw on the decal brush is somehow causing the floor to be nodraw as well. This isn't normal, so there may be something that he is doing in the shaders that is causing this.
Obsidian - I'm afraid it doesn't have any "logical" reason. It is up on the mood of q3map2 - eg. sometimes cause this problems with disappearing some change in really different part of map. Only thing you can do is to delete brush and make it again, or change geometry.
- I got all of the QL paks and am using them to texture the map (using quakelivedec), so I haven't made or edited any shaders.
- The floor brush doesn't have that kind of shape/angle to it, its two squares in the editor. It looks like its only rendering half the 2nd brush face, ie only one triangle/poly.
Thanks sumatra, I wondered how people had put their decals at the same level as other brushes in some maps I'd looked at... now I know
I haven't looked into how to make a brush a decal yet... I've been more preoccupied with gamplay etc. So I'm just starting to learn about texturing and detailing
I tried the patch mesh and it worked I still wonder why it done this though O_o
I had this problem recently too, when I'd compile my map, certain brush faces would just be missing, no reason I could think of. I kept trying to change the geometry/replacing the brushes, but nothing fixed it, I eventually just gave up and totally changed the shape of the thing I was making.