Best thing to do is check to make sure vertices in the affected area are grid snapped. Make sure there are no mixed faces. Also is the map sealed off from the void? Sometimes a map which is unsealed has weird vising issues, plus be careful with brush entities as vising can sometimes occlude them in areas you definitely don't want them to be occluded from.
SW has a nice idea too, one of more experienced mappers may be able to diagnose the problem. It make be a simple case of rebuilding a few brushes in the area also.
 Well, Here It Is.
#10283 posted by Breezeep_ on 2014/01/05 21:15:39
 Thanks For Uploading The Source
#10284 posted by rebb on 2014/01/05 22:00:01
I'll have a look too, maybe its a problem with the tools. I would also recommend compiling the map with TyrUtils and see if the problem persists.
 Rinqquaddamage
#10285 posted by madfox on 2014/01/05 22:09:42
***ERROR 20: Found a non-convex face at (3288 -5275 608).
Working on it.
 Which Level Editor Did You Use?
#10286 posted by SleepwalkR on 2014/01/05 22:25:53
 The Map Was Made Entirely With Trenchbroom.
#10287 posted by Breezeep_ on 2014/01/05 23:03:22
#10288 posted by Rick on 2014/01/05 23:07:13
What texture were wads used? Some of thos I can't find. If you make the "bad" bsp available they can be extracted.
One thing I noticed that seems a little weird is that, in the rock areas around the waterfall, you have "tri-souped" using brushes with non triangular tops. Looking down from the top I would split these into two triangular brushes.
#10289 posted by ijed on 2014/01/05 23:10:49
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas.
#10290 posted by ijed on 2014/01/05 23:10:49
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas.
 Literally Took Ages On My First
plugging bsp holes and bug fixing takes a while. I had problems where entire areas would scrunch into a mess with weird shapes.
I ended up redoing whole areas and brushes. Also I found that when you have too many overlapping brushes it tends to cause serious problems.
 @rick Texture Wads In Order:
#10292 posted by Breezeep_ on 2014/01/05 23:25:07
offcut.wad by sock (found in ivory tower pak)
Quake101.wad
kdmtex.wad found here:https://www.quaddicted.com/webarchive/kell.quaddicted.com/
idbase_ultimate.wad
 Kdmtex Link Fix
#10293 posted by Breezeep_ on 2014/01/05 23:25:49
 Ring
#10294 posted by SleepwalkR on 2014/01/05 23:39:57
Make sure to go to Map Properties, then check the "Force integer plane points" check box.
 Can't Compile It On TreeQBSP V2.03
#10295 posted by madfox on 2014/01/05 23:57:29
It keeps on error20.
E
ven a big box around it keeps args on the non-convex face. I can't compile it.
I'm afraid there are too many shape-brushes that are used as hull-brushes. Then there's always a leak-error.
 Fox
#10296 posted by Breezeep_ on 2014/01/06 00:02:50
I used TxQBSP 1.13 to compile the map, and I thought it worked fine.
 Fix This
#10297 posted by Rick on 2014/01/06 00:16:44
>>> Parts of the map are outside the 4096 limit.
txqbsp_xt generated 33 warnings, mostly point-off-plane but some r_cutnodeportals also
 Compiler Versions
#10298 posted by madfox on 2014/01/06 00:18:12
There are two convex shapes on 3288 -1276 608 and 896 -1572 128.
If I delete these brushes, (after surounding a box round the map) my compiler errors on leak.
I see you use convex brushes for the outer site of the map. (empty void) Not sure if that's a good idea, as the outsite brush becomes one of the three hulls.
I have no good experience with convex brushes in the outsite of a map. Even if they're well ligned, I alway seal them off with a cover brush.
#10299 posted by Rick on 2014/01/06 00:27:46
This only my personal opinion but I don't think anyone should use skip or detail brushes on their first map. This map is small and it's mostly one big open area, I see no need for either at this point anyway.
BTW, the part of the map that's outside the 4096 limit is the side with the waterfall.
I subbed some textures and ran it with no vis in fitzquake. Looks fine, I'll see if it will vis next.
 MadFox
#10300 posted by SleepwalkR on 2014/01/06 00:32:40
What do you mean by convex brushes? All brushes are, by definition, convex.
 Madfox Maps
#10301 posted by Kinn on 2014/01/06 00:47:57
with non-euclidean geometry of course.
 Qbsp Vis Incompatabilty
#10302 posted by Rick on 2014/01/06 01:12:56
wvis.exe wouldn't vis the map with an error "LoadPortals: Not a portal file". I figured it was because of the detail brushes, so I downloaded the latest Tyrutils.
Well, the vis in that set of tools wouldn't vis it either
"LoadPortals: unknown header: PRT1-AM".
Why? I thought txqbsp_xt should work with it, it does detail brushes.
Oh well, I went back and BSPed it again with the qbsp in tyrutils. That one only generated 4 warnings, one about no deathmatch starts (!) and three of "WARNING 12: new portal was clipped away in CutNodePortals_r". It's been vising for over 30 minutes and "Calculating Full Vis" is up to ...7 should been done pretty soon (I hope).
 Just To Let You Guys Know...
#10303 posted by Breezeep_ on 2014/01/06 01:15:43
I have an email (obviously Gmail) but I don't show it here because I'm afraid that I could get hacked or have my personal information posted somewhere on the internet.
 The Water Thing
#10304 posted by rebb on 2014/01/06 01:18:59
Seems to be a problem with the Jury-Rigged Tools.
I've isolated the water-area and the vis glitch only occurs when a detail-brush is intersecting the water surface - in this case the crate.
TyrUtils does not show this glitch ( because Tyrann actually knows what he's doing ;) ), so i'd say use it instead.
You'll probably have to make some fixes to other parts of the map first for it to compile in TyrUtils though, i got quite a few leak errors in it and only the isolated water-area compiled on first try.
I'll investigate the problem tomorrow and hopefully come up with a fix.
 @Rick
#10305 posted by rebb on 2014/01/06 01:23:01
The detail-brush implementations of TyrUtils and the Jury-Rigged BJP tools are not the same and write different portal-file formats when detail-brushes are used.
 I Only Got 4 Minor Warnings
#10306 posted by Rick on 2014/01/06 01:28:40
and no leaks with the Tyrutils qbsp. I wonder if this is because the map was modified then saved in Netradiant? All I did was change textures though, none of the brushes were touched.
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