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Posted: Tue Nov 11, 2003 1:28 pm
by rOger
Detailed brushes are not used in the VIS stage of an compile. The VIS stage is what tells the Q3 engine what parts of the map is visible from other parts of the map. Meaning that if you have a high wall that you can't see over or through in the game the engine should not need to draw whatever is behind it. This saves loots of rendering time as I'm sure you understand. Without VIS everything will be draws even if it will be hidden in the end by the wall that you can't see through.

OK, that's why we need VIS. But the VIS compile stage is not perfect, and can't really evaluate the environment like a human, It will just make a mess of a map if doesn't get some help. This is where, among other things, detailed brushes comes into play. I'll not bother to explain how the VIS part works, I'll just try to tell you what brushes to make detailed, it's real simple. Everything, and I mean everything that is not a wall, ceiling or floor/ground should be detailed. That way the VIS part will be quick and accurate. For instance in your screenshot the pillar, the foundation, the metal pathway and the railing should be detailed. Not the bridge's underside as it blocks my view of whatever is on top of the bridge. That is all that VIS needs to know. Though VIS might still decide that it can see what is on the other side as vis is a difficult guy to please. But to fix that you'll have to look in on manual vis and I will most definite not get in to that now.

OK, how will this help with you problem? Well my guess is that VIS decided that that part of you pillar cant be seen, and therefore need not be drawn. But, but that is not true I can see it you say. And rightly so, you can. However, VIS being a stupid git gets confused when there are lots of small brushes like in you screenshot. He'll push he's ugly head right up to one of the railing bars and claim that he can't see nothing. Well, To explain why we make stuff detailed, it's simply that detailed brushes are not seen by vis and can therefore not confuse him. This will then hopefully bring that elusive brush face out into the open.

I hope this is of some help, It was fun to write in any case. :-)

Posted: Fri Nov 14, 2003 7:45 am
by martijn_NL
I tried to make the parts of the bridge you said detailed, but i still have got the problem.

Posted: Fri Nov 14, 2003 1:25 pm
by smartaiguy
hmmm... maybe make sure you don't have any filters on, you might be filtiering something.

Posted: Fri Nov 14, 2003 1:41 pm
by rOger
Well, then It could be some other problem I guess.

You could try to isolate the problem by copying the part of the map that is affected to an empty map and then compile it. If the error is still there start to remove half the brushes and then compile again. If the problem is still there remove half of the remaining brushes. Compile again. If the problem is gone, go back to the previous version and remove half of the half you removed earlier. Compile again. If the problem is gone. Go back and half the half half :-) and so on. But you should of course not remove the erroneous pillar itself.

Posted: Sat Nov 15, 2003 8:03 am
by -=[BAD]=-dodgerman[CL]
Yep, had this happen to me, here is what happen to me, not saying this is what you did. When I made Brecourt Assault (download it) the trenches are at different angles, first I did the SIN, I just had the brushes go into each other and CSG subtract, BIG MISTAKE!, when I compiled I have invisable brush parts on every corner, why, well CSG makes more brushes when you subtract from one large brush, sum tmes so damn small you can bearly see in the SDK 2D window. Sullution, I deleted the whole set by making 1 large brush and selecting inside so I got every little brush, I then restarted but this time used the Clipper tool, all worked fine. Moral to this is, CSG does subtract, but it adds extra that you don't see. I should have known....Oh yes, and for sum reason when compiled the invisable part appears in different places, strange a!

I'm not saying this is what you have done, just what you may had done.

Posted: Tue Nov 25, 2003 3:02 pm
by Krane
Maybe, and I said maybe, is...

Too many brushes touching a single brush. I'm having the same problem.

Check this out:

viewtopic.php?t=5839

Posted: Tue Nov 25, 2003 4:03 pm
by silversound
Try selecting the bad brush and a grid size it should be on, then press ctrl+g. This should put that brush back on the grid. Though it looks like you tried that. Also try runing through all of your filters one at a time and see if there are any tiny brushes hanging out as stated above.

Posted: Tue Nov 25, 2003 8:40 pm
by Krane
Everything is in the grid, depite these pix below...

Image

Image

Seems to be the same problem...I've tryed to erase the trims and, of course, my problem is solved...but I want the trims!!!