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#93 posted by Preach on 2013/11/11 00:03:31
When trying to open the map in worldcraft, you don't even have to run Check for problems. It straight away says "4 brushes were not loaded due to errors in the map file" - which is almost certainly brushes worldcraft considers invalid shapes. I think they were somewhere in the rock sections - doesn't mean that the map won't compile but might be worth looking to see which ones it doesn't like.
#94 posted by mfx on 2013/11/11 00:22:56
The brushes which caused the compiler warnings were 1 near the start, one at the SK door, and 2 in the pipes near the red key door. makes 4, right?
Map loads without warning in any editor (now).
its just the .prt file that has these issues, maybe what rebb said due to detail brushes?
What do i know...
#95 posted by damage_inc on 2013/11/11 01:17:10
While I don't post here, so forgive me, I do read quite often... I opened the map up in WC, as suggested above, and did the "check map for problems", it reported there were quite a few "mixed face contents" errors. Don't know if that's worth anything?!
I loved the map btw, mfx maps always delivers :)
 Mixed Face
#96 posted by ijed on 2013/11/11 01:36:46
Usually means liquid brushes touching sky ones, which is a problem for all compilers. Ricky is right in any case wc does have a very robust error checking system.
Mfx, I'm not sure if the try utils your using will have all the latest fixes. I'll upload to 'the folder' the ones I'm using. It's possible they're already there but I don't think so. Tyrann has squashed a few bugs there while I was putting together Telefragged. Probably not anything that'd cause a difference if it is mixed face contents - like I say, no Quake compiler lets you mix brush types in that way that I know of.
Annoying, but built into the format afaik. Or was never considered enough of a show stopper to warrant a fix :)
Trees tomorrow! That's 200 epic win points...
 Mixed Face Blabla
#97 posted by mfx on 2013/11/11 01:43:37
caused by brushes which are liquidtextured (*prefix), AND have skipped faces, like on the bottom. I tthink the lava illusionaries i used for the layer effect are such kind of brushes. not crtical i guess..
 Ijed
#98 posted by mfx on 2013/11/11 01:49:29
..let me tell you i�ve got the tree now working, thanks to the misc_model code provided by... YOU!
Yes, it even works for the cables...
will shut up now..
 Hah
#99 posted by ijed on 2013/11/11 01:51:39
Yeah, that's the other one, where the error actually describes the problem.
Non critical? Well, you live and learn... spose the bsp doesn't care about faces that have been removed.
#100 posted by damage_inc on 2013/11/11 02:29:21
 Damager
#101 posted by mfx on 2013/11/11 02:40:42
brushes shouldn�t overlap or intersect each other, i once read long ago.
but they can, and in this case one of them is liquid, so thats no problem.
imagine underwater part of maps like, well negkes dm 456 remix for example. one would go insane tryin to fill the pools with brushes of water, and the brushcount would reach limits soon.
qbsp treats liquids in a different way, thats all i know...
#102 posted by damage_inc on 2013/11/11 02:49:20
I pointed it out cause along with overlapping it's "touching" the void? I don't think liquids are to do that. Also, I backspaced and deleted it, and BAM, there was another brush just like it in the same location... at least I think that's the way it was. Just letting you know/help, not trying to be a pain.
 Any Help Is Useful
#103 posted by mfx logged out on 2013/11/11 02:57:16
will check that, thanks!
#104 posted by anonymous user on 2013/11/11 03:08:57
BAH, nevermind. I'm sorry seems it's not like that as far as duplicate brushes, grrr...
 Brushes
#105 posted by ijed on 2013/11/11 11:27:57
Of any type can touch the void, won't cause any problem. The exception being brush entities - these won't seal you from the void. They can still touch it though, as long as you've got some other normal brush sealing it.
Water has no problem touching void as mfx says, and brushes can definitely overlap without issue.
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