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HELP! Room looks fine but step outside to gridlines
Posted: Sun Nov 27, 2005 2:19 am
by OverLordFoundersno
Hi mapping masters!
I just started mapping and I've created my own room which went fine - but then after adding ground on the outside with a fence border with everything surrounded by a "skybox", everything outside of the box is like going into the holodeck with out a program running. I can see the shape of my brushes but no texture.

As you probably know, if I step out into the grid area, looking around looks like a bad acid trip (or good acid trip - I wouldn't know - lol)
I've checked for leaks, everything touches, everything is mitred, and the textures which I can see in MBuilder are regular MoH textures. I've even put the entdef.pk3 file in each directory.
On a side note, I texture the intside of my room and the exterior has the same textures rather than being caulk, so naturally if I try to put exterior textures on, it changes the inside to those.
Anyway, thanks for your consideration on help and I apologize in advance if I didn't find a previous thread relating to this when I searched earlier.

Posted: Sun Nov 27, 2005 2:32 am
by bdbodger
What texture did you use for the inside of the skybox? Can you walk back into your room or did you fall through the bottom of your map I know there is at least one grass texture that is not solid . Did you use sky chaulk that will look like a hall of mirrors if you don't have fog .
Posted: Sun Nov 27, 2005 2:57 am
by neillomax
The holodeck thing is because you used a texture that will only show up in Allied Assault. You are going to have to re-texture those areas with something compatable with Spearhead. Take your map file out of spearhead ( mainta ), and temporarily put it in the main folder, load game, ( allied assault ), and select your map......textures should show up.
Posted: Sun Nov 27, 2005 3:32 am
by OverLordFoundersno
I don't fall through - I can still go back into my room. Thank you very much ! It turned out to be a Spearhead cloud and grass. Ultimately I'm trying to make a Breakthrough map - is there a way to distinguish which textures I can't use or is it just trial and error?
Also, any idea what I can do about my outdoor texture not showing up inside my room?
Posted: Sun Nov 27, 2005 4:44 am
by neillomax
It's usually trial and error for me, but "bad" textures don't happen very often. Don't know what you mean by that second question.
Posted: Sun Nov 27, 2005 6:05 am
by OverLordFoundersno
I create a room with the caulk and then apply textures to it. The textures look just fine an dandy...until I walk outside of the room with the intention of applying some exteriors only to find that my interior textures are on the outside as well. Naturally I try to apply my exterior textures to find that the interior of the room has changed to what I applied outside.

Posted: Sun Nov 27, 2005 6:58 am
by wacko
OverLordFoundersno wrote:I create a room with the caulk and then apply textures to it. The textures look just fine an dandy...until I walk outside of the room with the intention of applying some exteriors only to find that my interior textures are on the outside as well. Naturally I try to apply my exterior textures to find that the interior of the room has changed to what I applied outside.

When u were applying ur textures, did u select the whole brushes (Shift+Click) or just its faces u want to texture (Ctrl+Shift+Click)?
Posted: Sun Nov 27, 2005 7:09 am
by OverLordFoundersno
Whoo-Hooo!
I bet yer onta somethin' there... Haven't tried it yet but I will - - it sounds so right! The map is compiling right now so I can't try it yet, but of course I will.
Thanks a lot to everyone!

Posted: Sun Nov 27, 2005 9:49 am
by OverLordFoundersno
You were right so yer da man!
Anyway, I'm a noob mapper and I will probably be asking questions again real soon as I'm gonna have to get into scripting now but thanks for the help so far folks!

Posted: Sun Nov 27, 2005 12:32 pm
by PKM
OverLordFoundersno wrote:You were right so yer da man!
Anyway, I'm a noob mapper and I will probably be asking questions again real soon as I'm gonna have to get into scripting now but thanks for the help so far folks!

we've all gone through that. my first map i must have created 10X the brushes i needed because i was texturing the whole brush instead of one side. would create a room and select the whole brush with an interior texture and then would create a new brush with exterior texture to cover the side of the original brush that was outside the room. i would sometimes have a simple four walled building made up of 20 brushes. oh the quake engine loved me in those days. it must have lost 30lbs the first week i started mapping, running my brush happy maps.
Posted: Sun Nov 27, 2005 5:57 pm
by OverLordFoundersno
ROFL - I nearly went that route actually...
I have come across another minor issue now though....
Now that I've expanded my skybox and base land (so basically it looks like a house in the middle of a desert), when I compile it, the compiler seems to stop at 40% and 0 hours, 0 minutes, 0 seconds left. I close it and test the map and it works fine - just wondering if this is ok or if I should leave the compiler alone and come back in an hour.
Posted: Sun Nov 27, 2005 9:58 pm
by wacko
OverLordFoundersno wrote:...when I compile it, the compiler seems to stop at 40% and 0 hours, 0 minutes, 0 seconds left. I close it and test the map and it works fine - just wondering if this is ok or if I should leave the compiler alone and come back in an hour.
Lol, dunno where exactly (in which stage) ur compile "stops" but it surely isnt finished yet. For example, u probably have no shadows in ur map (not a big deal in the desert

).
So, yes, u should wait another hour (or some more

) to see what ur map really will look like. A huge skybox and some other things can make the compile take quite a long time.
Nevertheless, u can stop the compile after the bsp stage or skip vis and light, if u just wanted to see where ur brushes are...