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Elevator - room disappearing.
Posted: Wed Aug 24, 2005 6:27 pm
by Hell_Soldier
i created an elevator that will go underground down to a room.
now the problem is that while im in the elevator i cant see the room, all im seeing is my skybox texture, its like the room made fomr caulk texture although it isnt.
when i step into the room i can see it, though as i look back towards the elevator all i see is a 'no-texture' texture:

Posted: Wed Aug 24, 2005 8:39 pm
by lizardkid
sounds like a portal or leaf issue, check and make sure you haven't accidentally places a leaf on it or a portal on the elevator (???)
Posted: Wed Aug 24, 2005 9:11 pm
by Hell_Soldier
didnt put a portal, but whats a leaf?
Posted: Wed Aug 24, 2005 9:25 pm
by panTera
I think he means a vis_leafgroup.
What I see on that picture is a typical HOM error (hall of mirrors). At least that's what it looks like. Normally this happens when you can see into the void (a leak), or when there has been some kind of error during compile.
Since the brushes of the elevator are now part of an entity they do no longer 'plug the hole'. Did you make an elevator shaft around the actual elevator?
And, did you get any errors during compile?
Posted: Wed Aug 24, 2005 10:49 pm
by Hell_Soldier
yeah i made an elevator shaft around the elevator, and i didnt had any error in compiling.
Posted: Wed Aug 24, 2005 11:54 pm
by panTera
hmm, okay next question. When you look at the map in topview (in radiant), is there by any chance one of the lightblue axes-lines running along that wall?
If so, try moving the wall a bit so it's off of the axis. Or if not, try a new compile and in the BSP-stage in Mbuilder add the parameter -blocksize 0 (this will prevent the compiler from chopping up the map in 1024-units sized blocks.)
Posted: Thu Aug 25, 2005 12:09 am
by Hell_Soldier
if u were talking about the elevator entity in the editor when u said lightblue axes. then the answer is no. the elevator is not touching any other brush, its standing in the air.
i tried adding -blocksize 0 to MOHbuilder and it made it even worse, i couldnt see the room even if i walked into it.
Posted: Thu Aug 25, 2005 2:51 am
by lizardkid
(this will prevent the compiler from chopping up the map in 1024-units sized blocks.)
this is interesting to me because it almost sounds as if MOH was going to support cell vis. what do the blocks do?
Posted: Thu Aug 25, 2005 7:21 am
by jv_map
Hell_Soldier wrote:i tried adding -blocksize 0 to MOHbuilder and it made it even worse, i couldnt see the room even if i walked into it.
Hm

are you using any exotic compiling flags? This surely isn't supposed to happen
Or used openportal or closeportal in script?
lizardkid wrote:this is interesting to me because it almost sounds as if MOH was going to support cell vis. what do the blocks do?
Does exactly what panTera said, just makes some useless vis splits every 1024 units (or whatever size you specify). Usually the only noticeable effect is your compile lasts longer unless you set -blocksize 0.
Posted: Thu Aug 25, 2005 12:29 pm
by Hell_Soldier
in MOHbuilder i go to 'other options' and checking TDM gametype. and then i just let him compile only the BSP stage, cuz i dont really need the lighting to check the map.
u think if ill let it compile through the 3 stages (BSP, VIS and Light.) it will fix the problem?
and im not using any closeportal or openportal in my script.
Posted: Thu Aug 25, 2005 3:48 pm
by panTera
and then i just let him compile only the BSP stage
Aha, no wonder there's a problem

. You need at least some form of Vis compiling, only Lighting is optional and not necessary for testing the map.
To minimize compile times set your Mbuilder settings as follows:

To stop the Lightcompile (3rd stage), first select the .map you're gonna compile in the list, then put a "rem" in the batchfile as shown in the picture. You'll need to do that each time you want to compile without Light.
in MOHbuilder i go to 'other options' and checking TDM gametype
Setting the Gametype only tells Mbuilder where to output the .bsp file, eg. main/maps or main/maps/dm. But somehow it never worked for me and it always put the .bsp in the main/maps dir.
So just do a bsp+vis compile and let us know if that solves the problem.
Posted: Thu Aug 25, 2005 4:11 pm
by Hell_Soldier
ok gonna try it now.
though im not gonna put that 'rem' line in the LIGHT stage, im just gonna tell it to pause after VIS stage before LIGHT stage, and when it does ill just exit the compiler.
EDIT:
ok i didnt just as u said, even included the rem(ove) command.
and it looks like this:

Posted: Thu Aug 25, 2005 8:57 pm
by jv_map
Hm you don't happen to have had any degenerate plane or float plane: bad normal errors?
Posted: Thu Aug 25, 2005 9:32 pm
by Hell_Soldier
now that u mention it, yes i do. i thought it was a minor error like duplicate plane.
Code: Select all
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 30: degenerate plane
Entity 0, Brush 30: degenerate plane
FloatPlane: bad normal
Posted: Thu Aug 25, 2005 10:47 pm
by lizardkid
go to edit: find entity/brush: brush 30
delete and recreate.
