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Vis Problem With Quake 1 Map
Hey everyone, I'm new and I've been having a problem with my map for a while so i decided to post here.

Basically my problem is every time i compile vis with the map I'm working on the most recent room i made gets messed up, brushes get diagonal cuts and you can only see half of them, turn certain ways and most things disappear, etc.

It's not a big problem now, because my computer can run it fine without vis, but i worry once i finish and i decide to release if it does persist then vis will mess up parts of the map, but no vis might cause it to run slow on older computers. I checked for holes and there doesn't seem to be any, and I'm just really not sure why. Any ideas?

Could it be the geometry of some of my brushwork is too complex?
 
not too complex, just too messed up and off grid. qbsp probably shows warings too? 
Before Someone Else Says This 
in an asshole-esque manner...


you should probably post further mapping questions in the Mapping Help thread. 
HEY! NOOB! 
MAPPING HELP FOR... oh thx Drew. 
Upload Your Mapsource 
and post a link.

Also:

What vis.exe are you using? Is it made by AguirRe? AKA Mr Bengt Jardrup? If it doesn't say that in the text when you run the tool, its just not good enough.

We will get this fixed, if you persist.

To get the tools, google "aguirre quake" And it will be the top link. ;) 
ALSO 
Canadian Royal whiskey - OMG. OMG - Canadian Royal Whiskey - Oh My God! - Im sooo00 drunk :S 
Aslo 
if you dont know how to run the tool, then tell us. Cause when i first started I didnt know, you know, I was just using WC process window. Which is bad. Mkay. 
I Forgot What It Was Called, But 
I've been using the vis that i got from this site that allows you to use multicore processors to compile vis. Also, I use QuArK to make and compile maps if that matters any 
It's Fixed, Somehow. 
I tried deleting some brushes that i used for architectural details on the ceiling of the messed up room and it fixed the vis problem somehow - It still works fine even after expanding the map beyond that room. 
It's Fixed, Somehow. 
I tried deleting some brushes that i used for architectural details on the ceiling of the messed up room and it fixed the vis problem somehow - It still works fine even after expanding the map beyond that room. 
 
> Also, I use QuArK to make and compile maps if that matters any

Ladies and gentlemen, I think we have found the source of the problem. Quark is evil in that it uses floating point where other Quake tools - including build tools - use ints. What this means is that brushes that line up correctly in Quark may not do so in anything else owing to rounding errors.

The Quark website itself contains a heads-up about this: "Unique high accuracy of brush- and texture-alignment in map-editor. (May require special build-programs)". 
 
"Unique high accuracy of brush- and texture-alignment in map-editor. (May require special build-programs)".

So it's broken then? Having 'high accuracy' for Quake is completely unnecessary, it'll only introduce errors like the one mentioned. 
 
Yeah, "broken" in other words. ;)

I described Quark as "the Lotus Notes of Quake tools" once, and I still stand by that description today. It does a little bit of everything but none of it very well, and more often than not in a way that's incompatible with other tools. 
Yeah 
i use quark a lot but never for mapping. it's wide variety of tools and accepted formats is great for converting stuff though.
the model editor in 4.07 is pretty decent for previewing models too (except it doesn't work for grouped frames) since it loads up so quickly. 
I Tried 
Using it for conversion, but couldn't get my head past the interface, so ended up using a pile of buggier and archaic tools. 
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