Texture problem
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Trinitrotoluene
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Texture problem
Ok, i made a brush, put a texture on it but some how i cant see the texture, its invissible. How can i fix it? I hear some stories about snap to grid but i am kinda nooooooooooooob lol... 
Texture
What texture is it? Are you using the Spearhead editor or Mohaa?
Here is a thread about missing textures:
/forum/viewtopic.php?t=2998
Here is a thread about missing textures:
/forum/viewtopic.php?t=2998
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Trinitrotoluene
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omniscient
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face
That happens sometime with brushes that are angled. If you move the face one grid unit, or change the angle by one degree, it may fix it.
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Krane
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Old problem
...and the old problem goes back again...
This is an old unsolved issue. Check this post
I think what tltrude said in an other post about "...too many brushes touching a single brush." is the better explanation until now.
But I'm still having the same problem.
This is an old unsolved issue. Check this post
I think what tltrude said in an other post about "...too many brushes touching a single brush." is the better explanation until now.
But I'm still having the same problem.
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Trinitrotoluene
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Scaling
I have seen it, mostly, when I resize or rotate a brush. Remaking the brush by cutting it from a larger brush also helps sometimes. Other things to try:
Snap points to grid
Clamp plane points
Clone exact from another brush
Resize brush one unit larger
Pray to the Cyber God
Snap points to grid
Clamp plane points
Clone exact from another brush
Resize brush one unit larger
Pray to the Cyber God
Last edited by tltrude on Fri Dec 05, 2003 1:26 am, edited 1 time in total.
@Krane:
What tltrude has suggested is a good start.
But there is one more thing to keep in mind when snapping to the grid.
It won't always correct the rendering error. The reason for this is that the missing brush face is caused by partially overlapping brushes, whether on the grid or not.
So after you snap to the grid, be sure NONE of the vertices from the "missing-faced" support beam brush are INSIDE the crossbeam brush. Adjust the vertices so that they butt up against the crossbeam. That tiny little overlap (even though all vertices are on the grid) will cause that missing face.
Kill Ya Later!
What tltrude has suggested is a good start.
But there is one more thing to keep in mind when snapping to the grid.
It won't always correct the rendering error. The reason for this is that the missing brush face is caused by partially overlapping brushes, whether on the grid or not.
So after you snap to the grid, be sure NONE of the vertices from the "missing-faced" support beam brush are INSIDE the crossbeam brush. Adjust the vertices so that they butt up against the crossbeam. That tiny little overlap (even though all vertices are on the grid) will cause that missing face.
Kill Ya Later!
Missing faces
Yep, that problem has been around for a long time. Can someone make a prefab of brushes with missing faces and post it? Might want to include the brushes they touch too.
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Krane
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Thanks curnch and tltrude.
crunch: everything is snaped to grid, nothing is inside anything and so on...
I think this problem is related to where the support brush is touching what...I have 2 towers touching the support beams (not inside). I tryed to "untouch" the brushes and the s*** remains there...
tltrude: Good idea making a prefab...actually I can do better: I can send you the map file. I need a visgroups expert to help me with this map and I heard you're good w/ this. What do you think?
crunch: everything is snaped to grid, nothing is inside anything and so on...
I think this problem is related to where the support brush is touching what...I have 2 towers touching the support beams (not inside). I tryed to "untouch" the brushes and the s*** remains there...
tltrude: Good idea making a prefab...actually I can do better: I can send you the map file. I need a visgroups expert to help me with this map and I heard you're good w/ this. What do you think?
Vis
Sure, I'll look at it. But, I will only show you how/what your map needs--not do all the work for you.
>>tltrude@sbcglobal.net<<
Making a prefab, would be one way that everyone could work on the missing faces problem together.
>>tltrude@sbcglobal.net<<
Making a prefab, would be one way that everyone could work on the missing faces problem together.
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Krane
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Thanks! I just want you to do the follow:
1) Take a ride on the map: get familiar with the arquitecture.
2) Open the map file. Check the vis groups brushes. See if they are well placed (this is extremely challenge
).
I've been thru dozens of combinations on how to place the groups: grouping every room, grouping large parts, etc...
You don't need to do the work for me, just tell me if you think I can save this map, cause the layout is beautifull but challenging. Actually I started this map cause I was tired of grey "compound" maps, full of corridors (we know why...) that their purpose is only to relief fps.
Should I send you just the map file or should I send a compiled version (bsp, scr, min, etc) among w/ the file?
1) Take a ride on the map: get familiar with the arquitecture.
2) Open the map file. Check the vis groups brushes. See if they are well placed (this is extremely challenge
I've been thru dozens of combinations on how to place the groups: grouping every room, grouping large parts, etc...
You don't need to do the work for me, just tell me if you think I can save this map, cause the layout is beautifull but challenging. Actually I started this map cause I was tired of grey "compound" maps, full of corridors (we know why...) that their purpose is only to relief fps.
Should I send you just the map file or should I send a compiled version (bsp, scr, min, etc) among w/ the file?



