I need some help...stuff keeps disappearing...(w/ pic)

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Emerald
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I need some help...stuff keeps disappearing...(w/ pic)

Post by Emerald »

Hello everyone!

I'm pretty new to mapping. I've made two ffa maps before but they turned out being crap. Just when I think I'm starting to make a halfway decent map, this happens to me! :x


I'll try to keep it short, here's the pic:

http://img.photobucket.com/albums/v415/ ... ot0009.jpg

As you can see part of this "bridge" has disappeared. One of the steps and the entire top portion. I AM able to see it when I'm standing right on top of it though, it's strange....Anyone have a clue on what I can do to fix this?? The same problem occurs in other portions of my map as well :(

I actually had a different bridge in the same place before where the same thing was happening. So I thought the problem would be fixed if I made a different bridge. Sadly it didn't help...Any help or suggestions are appreciated, I hope I gave enough info.

Also, after I remade this bridge may compile time shot from 15 minutes to 45 minutes!! Dunno what's happening there either :(

Thanks!
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Post by Runt »

Try to select the whole bridge and press ctrl+g (snap to grid).
Maybe some dublicate planes (brushes go thru eachother) cause the big compile time.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

its probably just vis thats taking the compile time...

maybe the faulty segemtns are textured with caulk partly?
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

I was getting this problem on one of my most promising maps once and the same thing happened but on an unbelievably large scale. I ended up scrapping it and then wiping my hard drive a month later lol. i never did find out why it was doing it...




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Mj
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Post by Mj »

Ok, that bit of bridge (and you may as well do it to everything else too) must be Ctrl + Ged, as Runt said. The huge compile times may be due to all the visdata, so try compiling on -fast vis, or detailing your map :)

One of my top mapping tips of today: Anything you copy, rotate or flip - CTRL + G!

:wink:
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filters

Post by tltrude »

It could be that you have turned on some view filters by accident. Any filters you have on will be listed at the very top of the editor window.

The .map file is a text file that can be opened with Wordpad. If there is a syntax error in the text, like adding quotes to a trigger message, everything below the error will not be read (loaded) by the editor.
Tom Trude,

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Emerald
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Post by Emerald »

Hey guys, thanks for the responses. It means a lot :D

Alrighty, I did a ctrl-g on my bridge and another part of my map, and it appears to have worked!!! :D . Only thing is that it actually made my bridge looked kinda weird. It resized some of my steps, so now some are large and some are small, no biggie though. Thanks guys! Hope this always works.

I looked into my editor and I noticed that there were indeed 2 filters on, terrain, and detail. This may be a dumb question...but what do filters do?

I added the -fast to my VIS. My compile time was considerably reduced. Are there any side effects to doing this though?

Ya'll are a big help. Wish I would have thought to ask ya'll on my other maps :?
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

uhm...

filters do exactly what they sound like ythey do.. they filter the specified category and make brushes or ents that fit into that category invisible...

so if you select the filter sky, all of the brushes with a sky texture will dissappear

about the fast vis thing.. ive got no clue what the side effects are.. wait for Bjarne BZR ;) (aka the VisMaster)
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

im not 100% sure but i think fast vis ignores any "Light" entites and "vis_leafs" but im not 100% sure
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Post by lizardkid »

i think fast ignores most of the higher steps, liek radiosity and clean shadows.
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Post by Rookie One.pl »

Lizard's right about the light compile.

AFAIK fast vis makes the whole map considered one big vis leaf, which practically means no vis optimization whatsoever.
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Mj
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Post by Mj »

Emerald wrote:Alrighty, I did a ctrl-g on my bridge and another part of my map, and it appears to have worked!!! :D . Only thing is that it actually made my bridge looked kinda weird. It resized some of my steps, so now some are large and some are small, no biggie though.
What the Ctrl + G does, is it snaps the verticies (corners) of whatever poly you have currently selected to the grid of whatever gridsize you have on. So, to help keep the original shape when Ctrl + Ging, put the gridsize onto 1 (by pressing the 1 key).

And about vis, -fast vis means your FPS will be lower, so its good for a test compile, but for the final compile do your vis normally :wink:
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