Bad Bad brush

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Bad Bad brush

Post by Ferrao10 »

I ran into a problem while edge-editing a brush, I think.
I was confident the action wouldn't cause collapsing of the brush but it did.
It did disappear in 3D view during my edge-editing.
At first, it didn't seem to bother the renderer.
Saved the map (with the collapsed bush), rendered, tested. Everything was fine.

The problem came up on the second time saving and rendering:

************ ERROR ************
BaseWindingForPlaneAccu: no dominant axis found because normal is too short


Now, I do have quite some irregular brushes in that map. Rocky walls, ramps in 45°, etc.

But I'm pretty certain it was that one brush that I edge-edited and that disappeared.

From what I remember I don't have much more chances than manually selecting viewable brushes and entities (everything) individually one by one and then hide that. And then create a very large brush around the area->select inside and delete.

Is that it or could you guys give me some other tip?
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Bad Bad brush

Post by KittenIgnition »

Run brush cleanup, or drag select the entire map then press i, which will select the hidden brush, then delete it.

Edit: Actually, just drag-selecting may fail to select some things (for example patches facing away), so it would be better to create a massive brush over the whole map, and select inside.

Edit edit: "Select inside" doesn't seem to work so well in netradiant-custom.

Edit edit edit: GtkRadiant 1.6 doesn't even let you break brushes like this, it locks at the smallest grid increment.

Image

;)
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