My .ase landscapes have "holes"

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Fri Oct 17, 2008 10:51 am

  • I'm making a level that has .ase models for landscapes. The models are based on meshes, compiled with -subdivisions 32, and have spawnflags 6.

    I've discovered that in some places, the models are not solid, and the players will at best "stumble", and worst fall through the ground and to their death. It's as if some of the triangles in the .ases forgot to be solid.

    I can kludge this by putting other models on the holes, thus blocking them, but I'll never know whether I've managed to "plug" all the holes. Is there some other way of making sure that the .ases are solid?
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Fri Oct 17, 2008 11:32 am

  • q3map2 generates two slightly different collision planes from .ase model
    triangles that may intersect (producing a brush that clips off half or all of
    itself), which breaks the DarkPlaces collision brush builder because it needs to
    reconstruct qhull data for rotated box collisions (Q3A does not allow rotated
    box entities so the point reconstruction is not an issue there), this problem
    would go away if the backside plane was just a flipped version of the frontside
    plane, which Q3A's traceline should be able to handle (an infinitely thin brush
    generated from a polygon)


    The solution is to use this-

    http://alientrap.org/forum/viewtopic.php?t=3687

    Which includes a version of q3map2 which fixes the problem.
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Fri Oct 17, 2008 9:48 pm

Fri Oct 17, 2008 10:02 pm

  • No idea, probably not.

    If you have a Mac Pro, why don't you do a Windows install via Bootcamp, and use NetRadiant/q3map2 there?
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Sat Oct 18, 2008 9:58 am

  • torus wrote:No idea, probably not.

    If you have a Mac Pro, why don't you do a Windows install via Bootcamp, and use NetRadiant/q3map2 there?

    Windows? On my mac?

    Ew!

    ;)
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Sat Oct 18, 2008 1:02 pm

  • It might be the only solution. Installing Linux on your Mac would work too though, and it's a bit less sacrilegious.
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Sat Oct 18, 2008 1:06 pm

  • It is likely to work on OS X once someone tries to actually compile it.

    Now if we had some OS X using developer in our team, it'd be an easy fix...
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Sat Oct 18, 2008 10:14 pm

  • torus wrote:It might be the only solution. Installing Linux on your Mac would work too though, and it's a bit less sacrilegious.

    Yeah. I tried installing YD and Mandrake on my previous mac, but failed both times. I thought about installing Linux on my current mac, but then I read something about needing bootcamp and something else to do so and shelved it.

    Still, installing an OS just to avoid a few bugs.. ;/
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Sat Oct 18, 2008 10:17 pm

  • divVerent wrote:It is likely to work on OS X once someone tries to actually compile it.

    Now if we had some OS X using developer in our team, it'd be an easy fix...

    While I am hardly a developer (haven't written a line of code for over a year now), I do have a compiler. Is that all you need? Somebody to ram your code through a compiler? Would Xcode do the trick?
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Sat Oct 18, 2008 10:35 pm

  • Clueless Newbie wrote:
    torus wrote:It might be the only solution. Installing Linux on your Mac would work too though, and it's a bit less sacrilegious.

    Yeah. I tried installing YD and Mandrake on my previous mac, but failed both times. I thought about installing Linux on my current mac, but then I read something about needing bootcamp and something else to do so and shelved it.

    Still, installing an OS just to avoid a few bugs.. ;/


    Really, installing Windows or any other OS via bootcamp is laughably easy.
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Sun Oct 19, 2008 12:04 am

Sun Oct 19, 2008 8:37 am

  • ....or get somebody else to compile for you?
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Sun Oct 19, 2008 6:25 pm

  • Clueless Newbie wrote:
    divVerent wrote:It is likely to work on OS X once someone tries to actually compile it.

    Now if we had some OS X using developer in our team, it'd be an easy fix...

    While I am hardly a developer (haven't written a line of code for over a year now), I do have a compiler. Is that all you need? Somebody to ram your code through a compiler? Would Xcode do the trick?


    Xcode is the first thing you need.

    But you may have to change the Makefile for OS X too. As I have no idea what options are needed on OS X, I cannot assist with that.

    Other things you need: an X11 server. IIRC one is on your OS X install DVD.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Mon Oct 20, 2008 10:05 pm

  • divVerent wrote:
    Xcode is the first thing you need.

    Check.
    But you may have to change the Makefile for OS X too. As I have no idea what options are needed on OS X, I cannot assist with that.

    Hrm.. Haven't touched a makefile in over a decade. Never even looked at the one XCode uses.. ;/
    Other things you need: an X11 server. IIRC one is on your OS X install DVD.

    X11 server? I have X11 installed — need it to run GTKRadiant. Is that what you mean? (and yes, I think it came on the system DVD)

    Why do I need X11 to compile code?
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Tue Oct 21, 2008 6:47 am

  • Yes, I mean that one.

    And you wouldn't actually USE Xcode for the Makefile, but you'd edit the Makefile and run "make" from Terminal.app to start compiling. It will likely need changes for OS X, because already its OS detection does not detect OS X. You will probably have to add some special compile flags too, but I have no idea which flags.

    Also, libraries you need are:

    libgtkglext and all its dependencies (especially: gtk, glib, pango)
    libpng
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Tue Oct 21, 2008 8:39 am

  • divVerent wrote:Yes, I mean that one.

    And you wouldn't actually USE Xcode for the Makefile, but you'd edit the Makefile and run "make" from Terminal.app to start compiling. It will likely need changes for OS X, because already its OS detection does not detect OS X. You will probably have to add some special compile flags too, but I have no idea which flags.

    Also, libraries you need are:

    libgtkglext and all its dependencies (especially: gtk, glib, pango)
    libpng

    Urk. Ok. I was kinda hoping all I'd have to do was run the compiler. I might look at this later.
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Tue Oct 21, 2008 10:19 am

  • Well, Mac support is not done yet for NetRadiant, but it should be simple for someone who has a clue about Mac development and a Mac. And THEN it can be simple for you too, as I'd add the needed parts to the Makefile.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Tue Oct 21, 2008 9:59 pm

  • divVerent wrote:Well, Mac support is not done yet for NetRadiant, but it should be simple for someone who has a clue about Mac development and a Mac. And THEN it can be simple for you too, as I'd add the needed parts to the Makefile.

    Let me know. If all you need is somebody to ram the code through an OS X compiler, and I don't have to restructure XCode to get it working, then I might be willing to give it a shot.
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