Dissapering no draw grates, cant figure why

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Splaetos
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Dissapering no draw grates, cant figure why

Post by Splaetos »

In one of my maps... which had compiled fine, with all my frateing and catwalks looking normal(using no draw of course), i made a couple changes, and recompiled with the -final light option... suddenly, all the no draw surfaces are one sided....

changes I made

- deleted a couple spawn points, added a couple spawnpoints(including a intermission and player)
-textured one face of a comepltely seperate brush that i happeend to notice was caulk.
-changed a rifle model from a static kar98 to a player useable kar98

thats it...

I recompiled again last night without the -final, but the results are the same... every single no draw brush i have (prison bars - walkways - grates) are all transparent from thier backside. I been searching around here see if anyone else has had this problem but the words used in this search produce way too many results and i havent anything =p

the compiles were logged, but there arent really any errors in the compile, aside from a few areaportal not touching and light leaks...

this is really wierd, i ahve no clue what i could have changed between version to have caused this.
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bdbodger
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Post by bdbodger »

Some textures are culled that mean you can only see them from 1 side . Textures with cull none in the shader can be seen from both sides of the surface they are on . Did you change a texture on the nodraw brushes ?
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Splaetos
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Post by Splaetos »

no i didnt touch the no draw brushes....

they are standard masked bars and grating stuff.

I tohught maybe it was moh... but other no draw maps like v2 still work fine. compiling it again now...
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Splaetos
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Post by Splaetos »

this ###### sucks.

this map compiled fine when i made it months ago, now all i wanted was to touch up some stuff, make a tdm.ft version... and i cant compile it without screwing up my no draw brushes. im on my 9th 2.5 hour compile trying to figure this out.

i took the original version, with nothing changed, cept i had player starts in all the team starts, cause thats what i learned to do a long time ago, so i took them out, now that i know thier not needed... and i added another player start on its own... and the no draw brushes are ####### up.

this makes no damn sense. I just compiled my other map with the same compile options, also set up with same type of spawns and the no draw brushes are fine.

im starting to think the whole map is now a wash =(
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Post by lizardkid »

unless you've got a football field of nodraws then can't you just, um, redo it?
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Bjarne BZR
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Post by Bjarne BZR »

Any errors or warnings while compiling, Splaetos?
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Splaetos
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Post by Splaetos »

re doing it doesnt help, you dont understand, the map doesnt compile any no draw brush properly. Making new ones just makes... more erroneous no draw brushes.

there are light leaks and area portal warnings, thats about it. Oh and assorted 'downgrading ot old animations' wanrings for some models. Nothing at all that looked unusual to me... I know the light leaks and area warnings were present in the first version. Cant see how deleting some info player starts would have such drastic effects anyway....

Im about to start reconstructing it, see if i can copy pieces of it and put them in a new map, it will be better if do it anytway, but its a lot of work, when really all i wanted to do was add a tdm version lol i can do it better now at least, assuming I can steal bits from the old map... if i cant some lighting schemes and complex rooms are going to be annoying to recreate.


to be specific there are three kinds of warning and no errors

1-WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/coat_hanging_stand/coat_hanging_stand.skc
WARNING: Could not find 'models/static/coat_hanging_stand.map'.

2- WARNING: Entity 177 of type 'light' leaked

3 - WARNING: areaportal brush 109 doesn't touch two areas

hehe kind of funny... i have like 12 different brushes with the area portal error... yet all my areaportals seem to be doing thier jobs.

light leakes i dont usualy go back and find to fix if the map looks good, I was under the impression they arent a big deal if they arent making trouble visualy.

anyway i love alot of this map, and i want to make it better anyway, so i guess there is a silver lining, but this is jsut wierd as hell.
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Post by Bjarne BZR »

I'd fix the leaks and areaportal errors if I were you. Any errors are bad. The warnings you can usually ignore, but errors should be fixed, because they can give secondary problems....
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Post by Splaetos »

they are warnings and not errors....

new theory ---- is it possible that the mere existence of spearhead on this computer has screwed up these surfaces? The grating is flaky when the map s run in spearhead, flickering off and on(probably same grate texture as v2) I dont know why the greates flickered when running in SH, but now it seems suspect that the same grates that flickered are now glitched when i compile. ( i installed spearhead abotu a month ago) I took a piece of the map, and made it a new one, sealed it up, put in a start, and ran it. still same problem. When I add compeltely different masked textures instead though, they work properly.

I am running AA radiant, not SH and running the map in AA, but these are the textures that didnt like spearhead... so now im wondering if spearhead is just overlapping textures with bad ones or something and screwing up my compiles?
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Post by Bjarne BZR »

Splaetos wrote:2- WARNING: Entity 177 of type 'light' leaked
3 - WARNING: areaportal brush 109 doesn't touch two areas
OK, sorry: I'd fix the leaks and areaportal warnings if I were you. The other warnings you can probably ignore, but those warnings should be fixed, because they can give secondary problems....
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Post by Splaetos »

if anyone is interested, this IS a spearhead issue, at least for me.

trying to compile a map with many of the 'deckgrate' textures, or at least one of the 'bar' textures(all masked textures) will result in one sided textures. I uninstalled spearhead, compiled one of my test maps that hadnt been working, now it works. I assume maybe spearhead has some bad shaders in it overlapping these or soemthing? I can never figure out how much AA and SH crossover with each other as far as files go...

thanks everyone who offered a suggestion, this was a horribly frustrating problem... 36+ hours of compiling... tons of experimenting lol... wish the SH thing had occured to me earlier.
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Post by bdbodger »

When makeing an aa map rename the speahead directory xmainta then the things from it won't show up in radaint .
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Splaetos
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Post by Splaetos »

thanks =)
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Post by bdbodger »

I have a faint memory about spearhead nodraw not working in aa maps . I think I see a post about that a long long time ago not sure now .
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nodraw

Post by tltrude »

I think this is the thread bdbodger is thinking of.
/forum/viewtopic.php?t=5033&highlight=nodraw
Tom Trude,

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