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Disappearing brush faces
Posted: Fri Jul 26, 2013 1:44 pm
by camel
Is there a way to fix such bugs with the invisible brushes like this one?
A fix by BSP compilator some switch or something to add into the compiler cmd line?
http://www.speedyshare.com/9Rdg7/shot0143b.jpg
Re: Screenshots
Posted: Fri Jul 26, 2013 1:47 pm
by Eraser
Not sure what's going on there. Do you perhaps have a brush there that's textured with the "caulk" texture?
Re: Screenshots
Posted: Fri Jul 26, 2013 2:20 pm
by obsidian
Find an actual image host or use Dropbox or something. File hosting services like speedyshare don't work well with images.
You may want to post an in-editor shot of the same area. From the screenshot, it's hard to tell what's going on there or what you have done in that section of your map. It looks like it may possibly be "HoM", but hard to say for sure and there are multiple causes for it.
Re: Screenshots
Posted: Fri Jul 26, 2013 5:09 pm
by camel
Re: Disappearing brush faces
Posted: Fri Jul 26, 2013 5:42 pm
by obsidian
Probably a bad brush or duplicate brush. Things to try:
- Try the brush cleanup tool.
- Delete the brush and rebuild it (making sure you don't have a duplicate in the same space, perhaps even filtered).
- Avoid using vertex manipulation, try using the clipper tool instead.
- Make sure your brushes are built to grid.
Re: Disappearing brush faces
Posted: Sat Jul 27, 2013 6:52 am
by KittenIgnition
Something like this happened to me a lot using my ridiculous terrain. I never figured out a solution, sadly, even though I tried all the things Obsidian mentioned (#3 was irrelevant though).
Re: Disappearing brush faces
Posted: Sat Jul 27, 2013 10:35 am
by D-Meat
Hey, that's a corridor from my map
Dmeat_SP02 "Lo Sota Olt" ! Please credit me if you use any geometry and plan on a public release.
And since I see where you got this from, you apparently decompiled my BSP ! I think that method can't really give you back clean brushes, specially with terrain.
Re: Disappearing brush faces
Posted: Sat Jul 27, 2013 1:13 pm
by camel
D-Meat wrote:Hey, that's a corridor from my map
Dmeat_SP02 "Lo Sota Olt" ! Please credit me if you use any geometry and plan on a public release.
And since I see where you got this from, you apparently decompiled my BSP ! I think that method can't really give you back clean brushes, specially with terrain.
Yes it is, I tried to modify that piece of corridor by myself, but it makes those bugs each time, so I wont use it anymore.
ps: could you tell me, how did you makes so nice corridors, which tools did you used to create it? (maybe I'll try to make my own ones :P )
btw I love your map design ^^
Re: Disappearing brush faces
Posted: Sat Jul 27, 2013 3:34 pm
by obsidian
KittenIgnition wrote:all the things Obsidian mentioned (#3 was irrelevant though).
Vertex editing can sometimes lead to bad brushes, which is why clipping is preferred. Like CSG_subtract, it works great if you know exactly what you are doing and how to use it without breaking stuff, but otherwise it can create all sorts of problems.
camel:
It's a good idea to ask for permission to use other people's content before actually using them. Not saying you're stealing or anything, but it's a good idea to respect other people's work by going though all the proper channels.
See this thread.
As for your question on how to build rocky corridors, I think you should take a looks at Sock's tutorials
here and
here.
Re: Disappearing brush faces
Posted: Sat Jul 27, 2013 4:38 pm
by D-Meat
camel wrote:ps: could you tell me, how did you makes so nice corridors, which tools did you used to create it? (maybe I'll try to make my own ones :P )
btw I love your map design ^^
You can try to catch me on skype or maybe drop me an email

send me a private message if you're interrested !
obsidian wrote:As for your question on how to build rocky corridors, I think you should take a looks at Sock's tutorials
here and
here.
The method I used is actually based on these tutorials, and with experience I developed a technique that's more flexible, using only "triangular brushes" (imagine a cube brush cut in half by the diagonal) and then I use vertex manipulation and the X/Y/Z gizmo in Gtk 1.5 to move only in one axis at a time. Maybe I should record a video about that, if a lot of people still use id tech based maps to do things ...
For terrain, nowadays, artists generally sculpt / model modular assets in general 3D packages. I haven't done that yet for my maps, but I keep it as an option for the future. I just don't know very well how to handle the collisions ingame in that case.
Re: Disappearing brush faces
Posted: Sat Jul 27, 2013 5:14 pm
by Kat
That's called "tri-souping"
+ Obsidians checklist for the OP.
Re: Disappearing brush faces
Posted: Mon Jul 29, 2013 8:53 am
by KittenIgnition
obsidian wrote:KittenIgnition wrote:all the things Obsidian mentioned (#3 was irrelevant though).
Vertex editing can sometimes lead to bad brushes, which is why clipping is preferred. Like CSG_subtract, it works great if you know exactly what you are doing and how to use it without breaking stuff, but otherwise it can create all sorts of problems.
That may be so, but it wasn't relevant to my disappearing brush problem; I never once used the vertex edit tool.
Re: Disappearing brush faces
Posted: Mon Jul 29, 2013 2:20 pm
by obsidian
It may not have been relevant for your issue, but that doesn't make it irrelevant for all cases. I can draw you a Venn-diagram if you like.
