Page 1 of 2

Two questions

Posted: Fri Jun 27, 2003 10:13 am
by Ramah Palmer
Ok, two questions.
The first and probably the easiest to answer: Is there a maximum width for ladders? I ask because I want to make a section of railing climbable, but whenever I try to make a ladder to cover it all it doesn't work. Do I have to make a series of ladders all next to each other?
My second question may be a little more tricky.
I've got a cliff edge running right up to the edge of a bunker. The bit where the cliff meets the bunker I had a brush with the vertices tweaked to hell. Anyway, I tried to tweak it once more yesterday and since then it has disappeared from Radiant. It still appears in-game when I compile it but it has a thin face that isn't textured. However, if I cannot find it with Radiant I cannot rectify this.
Anyone know why it has disappeared? And what I can do about it?
Thanks.

Posted: Fri Jun 27, 2003 10:58 am
by mohaa_rox
1)no. but u can make as many rungs as u like, or maybe a rope, but what's most important is the func_ladder. u must have the angle set to the direction ur facing. e.g. the player is facing 90deg. so ur func_ladder's angle must be set to 90deg.
2)check whether u have any filters turned on

Posted: Fri Jun 27, 2003 11:04 am
by panTera
I don't think there's a maximum width for ladders. In fact a ladder is nothing more than a brush with ladder-properties. But you have to set an angle though, like Rox mentioned. The right angle is the direction you're facing when looking straight at it in the topview. But if the section you want to cover with the ladder-brush is supposed to be climbable from different angles (in the topview) you'll need to make a series of ladders.

As for the tweaked verices and disappearing face(s) you probably made a duplicated plane. When compiling the map, look at the Bsp-output in Mbuilder's console and check for: "Duplicate plane: brush #xx..." and remember its brush number. Terminate the compile and load the map in Radiant. Go to 'Edit->Find entity/brush' and type in the number, this will select the offended brush. It's probably best to delete it and make a new one from scratch.

Posted: Fri Jun 27, 2003 11:13 am
by mohaa_rox
or u can get bob's tool to remove these bad brushes. :D

Posted: Fri Jun 27, 2003 12:36 pm
by Ramah Palmer
Yeah, I've set the angle for the ladder but it just doesn't seem to want to work. I've already got half a dozen ladders in different places so I know now by looking at those what angle it is suposed to be but the damn thing doesn't want to play ball.
As for the invisible brush...
I've actually got a STACK of duplicate planes when the map is compiling. Trouble is, I've noted a few down and gone looking for em but there doesn't SEEM to be any trouble. For instance, I've mitred all the edges of my skybox, and I thought that was allowable and actually helps prevent light leakage? Well one of the brushes with the duplicate plane is one of my skybox walls and it seems perfectly mitred with the surrounding faces.
Anyway, Bob's tools? What are they, where do I get 'em and more importantly - ARE THEY EASY TO USE! :shock:
Thanks.

ladders

Posted: Fri Jun 27, 2003 1:20 pm
by tltrude
The ladder brush should be 32 wide and at least 8 units thick or the player will have a hard time getting on it. The fake ladder brushes can be any size you like, but they should be centered on the ladder brush so the sounds will work.

E-mail me And I'll sen Bob's tools. They are plugins for the editor.

Posted: Fri Jun 27, 2003 2:27 pm
by rOger
I always make my func_ladder 1 unit thick, around 32 wide and placed 1 unit from the rungs. Then at the top I make another (not the same) func_ladder that is 48 thick, 1 high, and 32 wide. That way it's easy to get at it from above, but you don't climb in the air as you do with a thick func_ladder.

____
|
|
|
|
|

Sort of like this.

Posted: Fri Jun 27, 2003 3:42 pm
by Ramah Palmer
tltrude, I've e-mailed you m8. PLEASE send me those tools, (which in my mind have become the holy grail or something) coz I've started getting floatplane problems too.
Argh!

Posted: Fri Jun 27, 2003 4:37 pm
by Krane
I've heard about this tools. A link to these files would be very usefull for others too...

Posted: Fri Jun 27, 2003 6:51 pm
by Ramah Palmer
Krane, I managed to find a link to them by typing 'MOHRadiant +plugin' into Google. Unfortunately I don't think all the tools are there because in another post somebody mentioned a 'Rogue Brush' plugin (which is what I think I need) but I haven't got that one. The only two plugins that show up in Radiant are.. er.. 'Gensurf' I think one is called and 'Fakk2'.
I'm still hoping that the ones tltrude said he'd mail me include the 'Rogue Brush' plugin.

Posted: Sat Jun 28, 2003 8:25 am
by Ramah Palmer
tltrude, you are the dog's nads m8! :D
The rogue brush tool removed all my duplicate planes and evil polys quicker 'n you can say 'duplicate planes and evil polys begone!'
Now all I have are two compile problems remaining... :evil:
It still says I have one - floatplane: bad normal, 'cept now it doesn't give me any bad brush numbers with it as they've all been fixed. :?
The other error, which I've had right from the start of the map by the way, is that it says - one shader is missing a surface type.
And it also mentions a blank_lightmap (which I assume is part of the problem coz I always have the blank_lightmap texture load up with the used textures - I wonder if I mistakenly used this on a brush instead of caulk?).
I've tried using the 'find texture' tool for this but it either doesn't work or I'm using it wrong. Does anyone know how to help me here?

Anyway m8, thanks again for the plugins and I recommend EVERYONE get themselves a copy of them. If you can't find a link I myself will be happy to pass them on or I'm sure tltrude will help you too.

Posted: Sat Jun 28, 2003 9:03 am
by rOger
For the texture you can open the .map in a text editor and search for it. Then change i to something else, or remove the brush.

Posted: Sat Jun 28, 2003 9:21 am
by Ramah Palmer
rOger m8, you star!
That worked just fine, and I'd actually got a hell of a lot of brushes using blank_lightmap - looks like I'd selected that instead of caulk and had a whole session with it! :oops:
Now the only problem I have is a floatplane: bad normal but with no clues as to why it is there.
Will this affect the map too much? What will it do?
I can still compile the map and it doesn't SEEM to affect it that I can see.

Sticky

Posted: Sat Jun 28, 2003 9:45 am
by tltrude
One of the "sticky" threads in this mapping forum is a list of compile errors. One of them is:

---------------------------------
ERROR: FloatPlane: bad normal

Somehow you've created an invalid brush in your map. At least one face of this brush will be invisible in game. This usually is the result of careless vertex-editing.

SOLUTION: Use a plugin (e.g. Rogue's) to remove bad brushes. Be careful with vertex editing in the future
---------------------------------

But, I guess the solution is wrong if your error is still there. By "vertex-editing" he mean hitting key v and moving the edges or planes of a brush. that is what causes duplacste planes too, so maybe he confused the two. I have seen faces of brushes vanish in the game, but it was caused be resizing and rotating the brush.


BOBZ TOOLS - here is the only working link I can find for them, however it is in the ACE compression fomat:
http://homepage.eircom.net/~kdja4/kdja/Plugins.ace

Posted: Sat Jun 28, 2003 2:29 pm
by Krane
Any1 here knows how to open ace files?