bndxnt 6gxz
how do you delete your messages ?
Q3 engine glitch?
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Killerdude
- Sergeant Major
- Posts: 110
- Joined: Fri May 11, 2007 12:16 am
ok ... so I am not going MAD ..... not yet.
First I tried your PK3 and it worked perfect (KD tips hat to neilomax). So I tried to recreate your work in my map to find out exactly what it was. You had a different size door brush and your areaprotal was placed flush with the back of the door and bla bla bla. There were a bunch of minor differences in how you did it verses myself. I tried ever different one and just could not get it to work for me. Then I had one of those things, yes yes it was an epiphany. I should compile your map file and see what happens. After compiling your map file I found the glitch still there. So you can compile it, but I can not. What does this mean?
My compile settings are:
edit: I think the tiny "x" on the right side of your post is where you delete them
First I tried your PK3 and it worked perfect (KD tips hat to neilomax). So I tried to recreate your work in my map to find out exactly what it was. You had a different size door brush and your areaprotal was placed flush with the back of the door and bla bla bla. There were a bunch of minor differences in how you did it verses myself. I tried ever different one and just could not get it to work for me. Then I had one of those things, yes yes it was an epiphany. I should compile your map file and see what happens. After compiling your map file I found the glitch still there. So you can compile it, but I can not. What does this mean?
My compile settings are:
- BSP: none
VIS: -v
LIGHT: -fast -bounce 0
edit: I think the tiny "x" on the right side of your post is where you delete them
[Rome wasn't mapped in a day!]
I just looked at the door. Don't know what i could have done other than to move it so I could see the doorway and put it back, however, just looking at it....... most of my doors are 128x72.
i noticed the hinges on the door were on the opposite side of the origin brush. Did you notice that ? To make it right, after texturing your door and hitting cntl/F you will see "flip x - flip y", etc. at the bottom of radiant and also on the bottom of the surface inspector I think .... hit the letter "S". If you select one of these while the door is highlighted you will get the texture to flip so the hinges are on the same side as the origin brush.
i noticed the hinges on the door were on the opposite side of the origin brush. Did you notice that ? To make it right, after texturing your door and hitting cntl/F you will see "flip x - flip y", etc. at the bottom of radiant and also on the bottom of the surface inspector I think .... hit the letter "S". If you select one of these while the door is highlighted you will get the texture to flip so the hinges are on the same side as the origin brush.
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Killerdude
- Sergeant Major
- Posts: 110
- Joined: Fri May 11, 2007 12:16 am
I did get it to work with your -fast VIS instead of -v. However, if I think that is just making every leafnode see every other leafnode and not fixing the real problem.
I'm still working on it .....
edit: I wish there was a way you can see the leadnode portals in your BSP
I'm still working on it .....
edit: I wish there was a way you can see the leadnode portals in your BSP
[Rome wasn't mapped in a day!]
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Killerdude
- Sergeant Major
- Posts: 110
- Joined: Fri May 11, 2007 12:16 am
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Rookie One.pl
- Site Admin
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- Location: Nowa Wies Tworoska, Poland
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Jv basically nailed it here.
Great idea for the fix!
The guys at 2015 didn't know their technology well enough and made some VERY silly mistakes with regard to leaning and general player view point handling.jv_map wrote:This is a known bug in moh. It's not an engine bug but an error in the game's use of the engine, probably the game is using the wrong eye coordinates for leaning players as you suggested earlier.
Great idea for the fix!


