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WTF is this?
Posted: Wed Feb 26, 2003 2:43 pm
by Gen Cobra
I'm getting a strange occurance. I'm sure someone knows what I am talking about. Is it a portal or what is it called? In one area of my map I can see through a wall if I walk in the right place. How do I fix it without tearing the wall apart? And what is this occurance called?
Posted: Wed Feb 26, 2003 3:14 pm
by jv_map
Hmm any errors at compile time?
Posted: Wed Feb 26, 2003 9:03 pm
by TheShiznaeSpe
u using a fast vis?
Posted: Wed Feb 26, 2003 9:14 pm
by Gen Cobra
No errors on ly the normal WRNING can't finst static yadda yadda for the masked stuff. And I did a full vis. I don't get it. I'll just tear it apart I guess.
Posted: Thu Feb 27, 2003 3:48 am
by Ace of Spades
I think I had that problem once and found there to be two brushes of the same size, texture, placement and all. It was real confusing 'cuz I couldn't change the texture and figured after playing around awhile that the brush had duplicated itself for some unknown reason. I guess I did it by accident and didn't know it. Anyway, hope this helps in some way!
Ace
8)
Posted: Thu Feb 27, 2003 4:02 am
by Balr14
If it's always there, it's an invalid brush caused by the vertices not aligning on a grid mark. If it's only visible sometimes, it's a rendering error and is handled by adding or removing view portals (in simple terms, make some brushes detail or add a hint brush).
Posted: Thu Feb 27, 2003 5:45 am
by Gen Cobra
Oh well that sucks. It's probably the brush alignment. This really blows. I must retrace a ton of work.

Posted: Thu Feb 27, 2003 6:32 am
by Balr14
That would indicate you clipped some brushes at an angle, but selected a grid point beyond the edge of the brush for your cut... you will know better next time. If you had done this on several faces of the brush you would wind up with a brush that you could see in MOHR, but couldn't select.
You can select the brush and click on "snap to grid" to repair it, but that may cause it to misalign with other brushes, in which case you can do the same with those brushes, and and on. The last time I used "snap to grid", I wound up realigning about 500 brushes.
Posted: Thu Feb 27, 2003 6:58 am
by Gen Cobra
What is the proper way to use a hint brush?
Posted: Thu Feb 27, 2003 7:06 am
by Balr14
Place it in front of the area causing the rendering error. You may have to experiment some to get it right. But, if you have an invalid brush due to clipping problems, this won't fix it.
Posted: Sat Mar 01, 2003 11:37 pm
by tuffstuff7
bal i hope i am not butting in i have posted this but am i having the same porb i have a lod terrain brush that was snapped to grid and manipulated
well some parts are very high btu the yellow verts did not come up any way i see no hole or walk though anything but others say they see me disapper and they say they do is this the same porb and cobra ty for everything hang in there
Posted: Sun Mar 02, 2003 12:08 am
by panTera
what do you see with r_showtris 2 when you're standing in the right place; any unusual and weird bsp-cutting? Can you see thru the whole wall or just one (triangled) part? I doubt if a hint-brush can solve this. From what I know is that a badly placed hint-brush can cause a HOM (hall of mirrors) effect. I think you somehow mangled your wall brush(es). You could try to temporarily reshape the wall and see what happens to it when you make the brushes wider or taller.
Posted: Sun Mar 02, 2003 12:21 am
by Gen Cobra
I just cut the sumbitch right out. (Did I just say sumbitch?) I said screw it and rebuilt it. I'm placing a vis leaf group now anyway. This should help with the tris.
This is my fir st application of a leaf group so I hope it goes well.
