Jump to content

Home

Brushes and stuff get invisible...


|GG|Carl

Recommended Posts

When I do a "BSP -meta" -compile, all these stuff are getting invisible when I try it ingame afterwards;

  • All brush faces with the texture "colors/white2" on them.
  • Some func_doors.
  • Some func_usables.
  • A func_static.
  • Lots of func_breakables (If I shoot at where they should be, they expolde).
  • A func_plat
  • A x-wing
  • Lots of swoops. (You can actually see them when you are not close to 'em, but if you walk closer, they disappear!)

 

NOTE: When I make a light complie all these stuff are still invisibe, except for the "white2".

 

 

I have no idea what's going on here, do you have any ideas?

 

 

NOTE2: Maybe I have to many entities on the map (I have 1321)? But then I'd get an error, wouldn't I?

Link to comment
Share on other sites

*bump*

 

 

I've done some research, and this is what I've found out:

 

1. The func_doors/func_usables/func_statics/func_breakable which get invisible are situated in a specific area of the map. It seems like inside this area, all Func_blahblah get invisible! What's wrong here?

:confused:

 

2. The white2 thingy is not really a problem, since it works when you make a "real" compile.

 

I haven't found out anything about the x-wing and the swoops...

Link to comment
Share on other sites

  • 2 weeks later...

I have noticed something; all entities which are situated outside a specific area get invisible!

 

 

Like this:

 


       <-Invisible stuff->
       ----------------------
      |                      |
      |                      |
      |                      |
      |                      | <--Specific area
      |                      |
      |     visible stuff    |
      |                      |
      |                      |
      |                      |
      |                      |
      |                      |
       ----------------------
       <-Invisible stuff->

 

 

Is my map to big? (It's large, but not huge.)

 

 

I'll check up if I can find out how big the "visible-area" is.

Link to comment
Share on other sites

I get a very similar problem with the narshada/plant.md3 - the pot or base of the plant shows up, but the actual foliage does not, even though it casts shadows!

 

I think i'm using q3map2.11 - could this be a bug as a lot of other models seem to be working fine. I've read in a post somewhere as well that someone is trying to put tree models in the game but there are no leaves.

 

Could it be that the -meta switch is removing these triangles?

Link to comment
Share on other sites

Originally posted by Codja X

I get a very similar problem with the narshada/plant.md3 - the pot or base of the plant shows up, but the actual foliage does not, even though it casts shadows!

I have seen this as well, and I it's think the models wich is the problem.

Sadly, I don't think your problem is very similar to my problem...

 

 

 

Btw, forget all I said about a "invisible area", the invisible stuff are now all over the map. All new func's I create get invisible... (the old ones are still visible though)

Link to comment
Share on other sites

  • 1 month later...

I finally know what the problem is!

I wrote "developer 1" in the console while testing my map, and this message started to show up 30 times per second:

 

CL_GetSnapshot: truncated 308 entities to 256

 

 

I think this explains it all, all entities "above the limit" get invisible!

 

 

So... I there any way to raise the limit a little?

Link to comment
Share on other sites

If a lot of the entities are npcs, you could have them spawn in during the course of play of the map, rather than have them all spawn in at once - eg. for every stormtrooper you kill, another one will appear down the line somewhere. I think this works for getting round the limit

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...