Weird effects I could do without

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Weird effects I could do without

Postby Clueless Newbie » Fri Jul 20, 2007 10:15 pm

I have a problem in a part of the map I'm working on. For some reason, the brushes can't decide whether to render or not. The result is like this:
Image

Turning left at the same spot, I can see into a room (yeah, it's a bit naked at the moment). So far so good:
Image

But when I back away from the room, this happens:
Image

The arch in the middle of the screen is where I was standing in the previous pic. The black section of the arch is the transparent bit from the first image. The blackness beyond the arch is the room I was looking into.

Back off even more and it gets like this:
Image

Any idea what's causing this? Or even more important; how do I fix it?

----

On an unrelated issue; it seems like the light from other parts of the map are bleeding though the intersections of various brushes, and the result is the line on the left side of the floor:
Image

Am I correct in assuming that this will go away once I stop using the "fast" setting for the light rendering? Or is there something elsethat has to be done about this?

----

And since I'm writing anyway, I might as well toss in a couple of screens from other parts of the map (not broken, but not finished either, FYI. Just showing off):
Image
Image
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Postby TVR » Sat Jul 21, 2007 4:42 am

tZork had a topic & guide to this problem.

Primer: A brush surface is either rendered, or it isn't, this causes light to 'leak' from other rooms via the brush

Solution: Break up any brushes that are catalysing light from other areas, and use some light entities instead of light shaders!

Interesting vision fog [vis breakpoint] in the passage on the fourth snapshot, it almost appears that the -vis stage isn't rendered in that room because there are no light entities, and therefore it should be completely dark, and it should not be possible to perceive into the room.
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Postby FruitieX » Sat Jul 21, 2007 7:50 am

Could it be possible that you have the same problem as I had this morning? I forgot using detail brushes and looking through whatever hole the brushes either showed up or everything was black. I'm a beginner at mapping too, so I didn't even know about detail brushes yet :lol:. I think everything BUT bounding boxes should be detail brush, this increases performance in both compile and in game. If you make the bounding box detail brush, I think it will leak...

Good luck :wink:

Edit: Interesting looking map :). Could you make sure that I can strafe jump in those hallways once it's done? :lol:
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Postby tZork » Sat Jul 21, 2007 10:35 am

No FruitieX, thats a bad way to use details. The rule of thumb is if its to small to acctualy block line of sight in a major way its a detail brush to be. Also odd shaped (angeld, warpd, cut..) brushes can be made detail to simplyfi VIS. Detailbrushes are mainly a ompimazation to reduce compiletime. someiles smart detail usage can make the ingame preformance faster, but tahts not its main purpose.

Clueless: Make sure you dont have duplicate brushes in one place, also make sure you do a clean compile (it -meta -vis -light) or just -meta, if it works after just -meta its a vis problem, if not its a broken map.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Clueless Newbie » Sat Jul 21, 2007 11:07 am

tZork wrote:Make sure you dont have duplicate brushes in one place, also make sure you do a clean compile (it -meta -vis -light) or just -meta, if it works after just -meta its a vis problem, if not its a broken map.


Not sure what you mean by "clean compile", but what I did was:

BSP -meta
VIS
LIGHT -deluxemap -fast -shade -bounce 8 -samples 3

What do you mean by "broken map"? Trash and start over?
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Postby tZork » Sat Jul 21, 2007 12:22 pm

Broken map can be alot of things, what i mean is the error is in the .map data, not a problem coused bt a bad compile.

Most of thise are fixable, but not all. First try running pugins->bobtoolz->Brush cleanup. Then draw up a brush large enough to cover all of your map, click the "select inside" button. Now do a edit->copy. selelest all (esc) select all by inverting (i) and paste. that can sometimes get rid of broken brushwork. (backup first ofc) if that dont help, try copying and then creating a new map and pasting into.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Clueless Newbie » Sat Jul 21, 2007 2:42 pm

tZork wrote:Broken map can be alot of things, what i mean is the error is in the .map data, not a problem coused bt a bad compile.

Most of thise are fixable, but not all. First try running pugins->bobtoolz->Brush cleanup.

That seems to have fixed the problem. There were two dublicate brushes near the problem area.

Thanks.
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