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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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My Don Key 
I'm just using the new bjptools, and if it has on outcome like
CheckFace: ^-- Brush 1030, Line 36552
how do I get so smart to find in the editor that brush?
I can find it in the map with textpath, but that's not the editor. 
Notepad++ ? 
You'll see the brush it belongs to and can coordinate it from there.

What editor are you using? 
Textpad5 
I know where to find a brush in the map,
I just wondered how to find it in Quark orRadiant. 
 
radiant has a 'select brush #' in one of the menus, but no idea about quark. it should though, every editor has that function. 
Bjptools_xt 
The latest one is giving me a report about a virus (win32:evo-gen [Susp]). 
Tried All 
and all give that report. 
Yeah 
I got the same yesterday! 
Which Scanner Are You Guys Using ? 
I have Avira Antivir active, i scan the Archives before uploading with both Avira and Malwarebytes.

I just did so again, as well as uploading the files to Jotti / Virustotal / VirScan.org.

All come up clean.

If you guys are using Avast, theres a few reports about this : https://forum.filezilla-project.org/viewtopic.php?t=33818 
Yes, It Is Avast 
But i found so many websites contradicting each other (some say like that one that it is a false positive, others that it is a virus that slowdown your computer and some others even tell you how to delete it) that i preferred to play it safe and report it.

But if Hrimfaxi uses Avast too, i suppose it can be an only-Avast issue. 
Ok 
Avast it is! 8-) 
Publish Checksums Of Your Binaries 
case solved 
Trigger Clip Brushes 
is it possible? 
Yes 
Use func_walls with skip texture. 
Careful Though 
Since that will block projectiles and break the monsters' line of sight. 
Errr 
I thought Tyrann's tools handled brush models made with clip brushes? 
 
one way to improve it is to make a func_wall where the main body is a clip brush, but that has small skip brushes at 2 opposite corners.

This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model, which means you can pass through them if you don't contact the too-small bounding box.

By adding the skip brushes at opposite corners, those brushes ensure the bounding box is correct. And the middle clip brush will work then. 
 
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model

Fixed in TyrUtils apparently. 
Awesome Thanks 
but now they show up ingame with the skip texture, how do i prevent that? 
 
What compiler are you using? 
 
ne_q1sp with txqbsp 
Txqbsp 
I have no idea if that supports skip brushes. Try Tyrann's tools first. They are the most up-to-date, and most fully-featured. 
 
you can also run newskip.exe after running any version of qbsp, to hide the skip brushes. But there are qbsp versions that do it automatically. 
Thanks Again 
that did the job 
Antivirus 
M.S.E.



 
Tyranns tools are pretty old compared to he newest tx_qbspxt versions.
Not to mention they are some dimensions slower. 
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