Problem: Walls vanish ! Created 20 years ago2004-01-21 00:11:34 UTC by RazorBack RazorBack

Created 20 years ago2004-01-21 00:11:34 UTC by RazorBack RazorBack

Posted 20 years ago2004-01-21 00:11:34 UTC Post #13061
Hello fella's,

I'm a first time poster, long time reader of this forum,
wondering if you guys could help me or have some advice with this problem i have..
In this map i'm making, there is a fraction of a single room that drops out into blackness depending on my position in that room !
This is how it should look:
User posted image
That looks ok, But when I take a step back, this happens:
User posted image
Does anyone know why this happens ?
I have no problems in the map (check for problems -> No problems found) and i have no leaks ! This section (as shown above) drops out depending on what angle/location i look at it.
Any help and suggestions are welcome, and a big thanks in advance.
Regards,
RazorBack
Posted 20 years ago2004-01-21 04:09:52 UTC Post #13079
Are you compiling in Expert? If you are, add -full to the VIS command line and try recompiling.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-01-21 06:02:42 UTC Post #13089
If you didn't do something stupid like overlap two rooms duke nukem stylee then its probably because YOU ARE RUNNING IN SOFTWARE ARGHH
Posted 20 years ago2004-01-21 07:40:48 UTC Post #13096
Thx guys, I added -full to the VIS command line and set CS to Direct3D.
Problem solved ! Won't happen again, i promise ;)
Posted 20 years ago2004-01-21 09:54:30 UTC Post #13099
I don't think it's very likely you could draw 800 wpoly with just THAT! :P It's clear that you're confusing VIS, Try func_walling those pipes and lights. They need it any way, It's quite likley your problem.
Posted 20 years ago2004-01-21 16:10:20 UTC Post #13143
its always handy to test your maps in software btw
Posted 20 years ago2004-01-21 21:07:57 UTC Post #13199
Thx for the backup kol ;)
At last a same-minded person.
I didn't "func_wall" those pipes and lights. Do you advice me to do so ? Why ?
The screenshot is actually just a small part of my map, the only part this problem occured. Its the spawn-room of this map called cs_well.
My personal cs map on the famous tfc map "The Well".
I'm nearly finished (v0.9). This is gonna be a big hit on my next LAN-party !

Regards,
RazorBack
Posted 20 years ago2004-01-21 21:59:44 UTC Post #13203
Everything I've read indicates that "fixture" brushes that touch other "wall" brushes causes the "wall" brush to be broken in to extra polygons during compile. But entities placed up to and touching do not, therefore rspeeds are saved.

Note that the term fixture and wall are used simply to differentiate between the two examples.
Posted 20 years ago2004-01-22 03:34:39 UTC Post #13219
Yes, DEFINITELY func_wall those pipes and lights... From what I can see they are likely to be the causing your vis problem. By not having those pipes func_wall-ed, the compiler has to "hollow them out", leaving poor vis to pick up the pieces. If that doesn't solve the problem after all, do it anyway... improves r_speeds by not fracturing the walls around about it. It may also be caused by some complex walls that you don't have in the screenshot?maybe a 32-sided cylinder or something- that sort of thing.
Posted 20 years ago2004-01-22 05:24:03 UTC Post #13237
I really hope you didn't decompile well, or i'll beat you with a spoon. Bastardising tfc maps is trouble enough! :zonked:
Posted 20 years ago2004-01-22 07:52:05 UTC Post #13251
If you are going to release it for a LAN party, then testing in Software mode might be a total waste of time.
Using a LAN based CS map means you can cheat a little and get away without func_ing fixtures...

And yeah, I also hope you didn't decompile!
Posted 20 years ago2004-01-22 11:34:24 UTC Post #13260
Thx JB, for the info !
To jobabob and Andy, i wouldn't think about decompiling a map !
I use 3 computers in a network to make cs_well.
Working like this:
1st pc is my hammer-pc where i work "the magic" ;)
2nd pc is a 450Mhz running tfc well as spectator so i can go and have a look at tfc well and its details so i can reconstruct it.
3rd pc is my test pc. The first pc saves his *.bsp file and such on this one, and i test and do checkups on it.
I'ts been nearly 2 weeks of hard work, blood, sweat and tears to this stage and i'm truely glad the finish is in sight !

I really hope i didn't brake any community-codes or rules. It is truely a manual reconstruction of an old tfc map for CS.
It's not decompiled nor "ported" in any or some kind of way !
If there is no objection, i'm willing to upload the final bsp for those who want to take a look at it.

If what i'm doing is wrong or not tolerated, feel free to correct me and i'll resign from this project !

Thx again for the info, advice and help

Regards,
RazorBack
Posted 20 years ago2004-01-22 15:37:09 UTC Post #13278
I have a complaint: you own three PCs! Unfair :(
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.