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Textures disapearing

Posted: Sat Oct 22, 2005 5:29 pm
by Indianajones
I have just finished compiling my first map and was rdy to play on line but there are a few probs I cant understand. I have two large buildings and on one for some reason there is a dark shadow down one half of the building starting at the top right down to the bottom, also half of the roof that has the shadow disapears when I look at it from a certain angle.

The other building has half of one side disapearing when I look down on it from the roof of the other building. Its showing the floors inside but close up it is ok.

What could be the problem???

Image

Image

Posted: Sun Oct 23, 2005 4:24 am
by neillomax
go up to "view"...go down and see if cubic clipping is selected...if it is, unclick it.
the shadow may be because you used a sunflare situated behind the building and it's casting a shadow......if so, add light, or ambient light, or remove sunflare and just use either, or both, of the latter

Posted: Sun Oct 23, 2005 6:06 am
by Rookie One.pl
Neillomax, this is ingame, not in the editor.

Posted: Sun Oct 23, 2005 7:53 am
by At0miC
I guess some of you brushes are off the grids. Might be caused by copy and pasting broken brushes, rotating, a not correct use of the clipping tool or by the bad use of the 'drag vertices tool' or 'drag edges' tool.
Most time such kind of errors will also be reported in the compiler, you will see for example: Brush xxx: degenerate plane.

To fix this, try to select the broken brush(es) and use the 'snap points to grid' option by pressing Control + G. Most times this will fix your problem. If it is still not fixed, try to remake the brush then.
It might be that your brush will get a weird shape after control + g because your brush was too much 'damaged' or it has already a weird shape, then you have to remake it.

I've seen some more off-grid brushes in the screenshot like the dragonteeths.

Anyway I think your shadow problem will also be fixed after fixing your brushes.

Posted: Sun Oct 23, 2005 11:55 am
by Indianajones
I have fixed some of the errors it comes up with but there was still some left, thought it wouldnt make any difference.

So the errors the compiler tells you about if not fixed show up as or simular to the errors im my map??

Posted: Sun Oct 23, 2005 2:25 pm
by PKM
neil-o; first thing i thought (with the dark texture of the wall facade) was the lighting was high and behind the the structure but then i looked at the exact same texture directly to the right and it was 'lit up'. but the light source (according to the shadows by the grave markers) is coming from the high west, not east and the first image has the building with the 'faulty texture' facing dead west.

Posted: Sun Oct 23, 2005 3:37 pm
by saibot
ye true thats a nice map bod can u ssend the link for me then then i can play it to oki m8tes ty :wink: :wink: :wink: :wink: :wink: :wink: :wink: :wink:

Posted: Mon Oct 24, 2005 7:11 pm
by Indianajones
I have solved all the errors that come up in the compile and before I compile it fully again which will take me around 36hours when anyone makes a map do you do anything else different to me taht might cause the texutres toi disapear.

I create the buildings and set the lights inside the buildings add start points thats it.

If I set the walls and other things that dont move as structual will this help, cos I asked about this in another post but was to help the compile time???

anotherthing it might be just guessing why does the textures seem different at a distance is there anything that make this happen.

Oh and sail bot Ile fix the prob first then its gona be hosted by me on the gamespy server asap.

Cant wait to get others to join it.

Posted: Mon Oct 24, 2005 9:29 pm
by Indianajones
I was just messing with the skybox altering it and found out when I select a wall on my building just a wall, it has is set as worldspawn and has the skybox data and other data including the wait function for doors etc is this correct if not this may be the reason why my walls disapear.

What do you think??

Posted: Mon Oct 24, 2005 11:27 pm
by PKM
you set the values for the sky through selecting any single non sky/entity/trigger/etc (therefore worldspawn) brush and inputing the numbers while the a worldspawn brush is selected.

however looking at the screenie of your map (if that's it: two buildings and a graveyard inbetween) and even with outside terrain, 36 hour compile is not a good thing. then again maybe i'm not seeing the whole map.

seriously, i know you put a lot of time into the map but being the size it is and with all the problems you're having, i'd just start over (trust me, i've done it million times in fact the map i'm working on right now is version 4).

Posted: Wed Oct 26, 2005 4:55 pm
by Indianajones
I understand what you are saying it was my very first map that I created and didnt know about chaulk and other tips for building structures so I was exspecting problems so im also in the middle of making a second map with lots of buildings and its going much easier than the first.

I my just play the first map with the problems.

can objects start to loose clarity at distance like in the first picture earler in the post where you see the fence surrounding the buildings it looks bitty at distance.

Posted: Wed Oct 26, 2005 5:01 pm
by PKM
if you use one texture (most common i've found are walls and floors) a great deal in big chunks, they do kinda look blurry from a distance and then clean up as you get closer.

your maps will get better as you go from version to version map to map.

Posted: Wed Oct 26, 2005 5:38 pm
by Green Beret
Rookie One.pl wrote:Neillomax, this is ingame, not in the editor.
Well DUH!!
People usually compile there maps to test them for problems so they can fix them :shock:

Posted: Wed Oct 26, 2005 6:23 pm
by Rookie One.pl
neillomax wrote:go up to "view"...go down and see if cubic clipping is selected...if it is, unclick it.
This clearly shows he was thinking of the editor.

Posted: Thu Oct 27, 2005 5:27 am
by Green Beret
Yes, You are correct :wink:
Maybe i interpreted it wrong, But i thought he was telling him how to fix the problem in the editor, So he could recompile and fix the problem :P