AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 OK... I've discovered that the area portals work in enclosed areas, but not at doors that lead from outside to indoors (where I need them the most). I believe that this is because the level is split into three open sections that are enclosed in a skybox. Whenever the skybox is visible, all the triangles for the outdoor areas are visible. How on Earth I am supposed to fix this is beyond me. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 OK, here we are with some visual aids. Here we have two of the outdoor areas, there is a clear path between them over the buildings: That means that when you are in one area, the triangles to the other are loaded: Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 OK. I've determined that area portals do not work unless used with two structrually sealed rooms. I looked at kejim_post and found that doors leading from outside to indoors do not have area portals. This doesn't explain though why I can see brushes with showtris on when they are behind structrual brushes. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 Emon, I think I can get Q3Map2 to work. Are there any options with Q3Map2 that can help? Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 Well, Q3Map2 hasn't done anything on standard settings... in fact, it's worse.... The prospect of scrapping this level is now all the more tempting... I'm not willing to release a level with as many technical problems as this one. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 7, 2003 Share Posted April 7, 2003 Hmmm...what if you place a caulk brush on top of that big wall, to meet the skybox brush? OR, even better, put a hint brush up there! cut it into a trapezoid such that the wide face is on top, meeting the skybox brush, and the narrow part lines up perfectly with that wall (those billboards will be inside it). This will make splits such that the game will only render one side plus the middle at the most. Hard to explain, maybe I'll draw you a picture...(or Emon can elaborate) Link to comment Share on other sites More sharing options...
Emon Posted April 8, 2003 Share Posted April 8, 2003 Ydnar is the real expert on areaportals and hints. AK, post on the Q3Map2 forum with your problem and pictures, he'll be able to help. Link to comment Share on other sites More sharing options...
lassev Posted April 8, 2003 Share Posted April 8, 2003 Could you split your skybox in two? They could both end on top of that wall; it seemed straight enough. Just leave some space between them. I guess the player won't be anyway able to climb up there. I have serious doubts that hint brushes would do any good in this situation. They have worked for me only in straight angle corridors, and even that only with luck. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 8, 2003 Author Share Posted April 8, 2003 Originally posted by Emon Ydnar is the real expert on areaportals and hints. AK, post on the Q3Map2 forum with your problem and pictures, he'll be able to help. Could you post for me? I can't remember my password.... Link to comment Share on other sites More sharing options...
AKPiggott Posted April 8, 2003 Author Share Posted April 8, 2003 Forget it, I found it: http://www.splashdamage.com/forums/viewtopic.php?p=5019#5019 Link to comment Share on other sites More sharing options...
AKPiggott Posted April 9, 2003 Author Share Posted April 9, 2003 Well.... I'm pleased to say that a lot of the performance issues have been resolved and that the level runs a lot better than it ever did before. I will put out an updated beta soon to see how it fares with my testers. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 9, 2003 Share Posted April 9, 2003 Woo hoo! AK, we have faith in you! Link to comment Share on other sites More sharing options...
master_thomas Posted April 10, 2003 Share Posted April 10, 2003 I'm getting SV:setbrushmodel:NULL now too. I just added three hint brushes (which I still don't understand). I got the error so I deleted them. Didn't work. I checked my movers (only doors and statics). They all (except the doors, which don't need origins) have origin and visible, solid, brushes. I ran brush cleanup: "0 invalid/duplicated planes removed". The error persists. I'm guessing it's an areaportal brush, but I didn't edit any before the error started. Still weird. I'm going to delete the possible offender and report back with the results. Link to comment Share on other sites More sharing options...
master_thomas Posted April 10, 2003 Share Posted April 10, 2003 GRRRRRRRRRRR. Still there. Why...why...why...why...why...why <pounds moniter screen>. Wait, would a 1 unit thick fuinc_breakable do it? I've had one for three weeks, but it hasn't caused a problem until now. Not the first frustration. Oh well. AKPiggot, that wasn't the first time you've threatened to drop the project. IT IS THE BEST MAP MADE SO FAR. DON'T DROP IT. PLEASE Link to comment Share on other sites More sharing options...
wedge2211 Posted April 10, 2003 Share Posted April 10, 2003 Originally posted by master_thomas Wait, would a 1 unit thick fuinc_breakable do it? I've had one for three weeks, but it hasn't caused a problem until now. Not the first frustration. Oh well.[/b] Try making it 2 units thick. Link to comment Share on other sites More sharing options...
master_thomas Posted April 11, 2003 Share Posted April 11, 2003 Okay, now I'm getting very frustrated. I deleted every func(new save name). Still didn't work. I checked the junk. Warning: Misc model with modelkey 0. I deleted every single model. Still doesn't work AHHHHHHH! Link to comment Share on other sites More sharing options...
AKPiggott Posted April 11, 2003 Author Share Posted April 11, 2003 I'm not scrapping it now, the level runs fine. To fix the error, go to plugins --> bobtoolz --> brush cleanup. Link to comment Share on other sites More sharing options...
War Master Posted April 13, 2003 Share Posted April 13, 2003 One time I got the SV_SetBrushModel: Null error when I accidently made my area portal a func_door. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 14, 2003 Author Share Posted April 14, 2003 Yeah, it seems to also occur on "illegal" entities. Link to comment Share on other sites More sharing options...
superdude201 Posted April 22, 2003 Share Posted April 22, 2003 Originally posted by AKPiggott Weird... I tried brush cleanup again... and it fixed it!! Whoo... Emon: Keep checking the Party Crasher chatroom, I wanted to ask you some stuff. how do u do brush clean up and auto chaulk? Link to comment Share on other sites More sharing options...
superdude201 Posted April 22, 2003 Share Posted April 22, 2003 Originally posted by AKPiggott Weird... I tried brush cleanup again... and it fixed it!! Whoo... Emon: Keep checking the Party Crasher chatroom, I wanted to ask you some stuff. how do u do brush clean up and auto chaulk? Thanks Link to comment Share on other sites More sharing options...
superdude201 Posted April 22, 2003 Share Posted April 22, 2003 Originally posted by AKPiggott Weird... I tried brush cleanup again... and it fixed it!! Whoo... Emon: Keep checking the Party Crasher chatroom, I wanted to ask you some stuff. how do u do brush clean up and auto chaulk? Thanks Link to comment Share on other sites More sharing options...
Fragmaster-B Posted April 22, 2003 Share Posted April 22, 2003 for your brush clean up ,, go to plugin\bob's tools\brush clean up Link to comment Share on other sites More sharing options...
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