Problem Created 19 years ago2005-07-21 10:06:44 UTC by Elon Yariv Elon Yariv

Created 19 years ago2005-07-21 10:06:44 UTC by Elon Yariv Elon Yariv

Posted 19 years ago2005-07-21 10:06:44 UTC Post #122459
http://img332.imageshack.us/img332/9692/eycompo00007cl.jpg
When I look at that part of the cliff it disapears and when I walk closer to it I can see it normally again! The part that disapears is made out of many part of brushes not full ones! I'm using direct3D! And whats causing it? How can I fix it and will it be seen in openGL too? :zonked: (I can't use openGL :( )
Posted 19 years ago2005-07-21 10:16:47 UTC Post #122462
maybe your max view range in the worldspawn options doesnt allow you to see such complex brushes at a far distance. I had this problem once. I had a solution...but i cant remember now...
38_98 38_98Lord
Posted 19 years ago2005-07-21 10:32:23 UTC Post #122465
Dodgy brush. Happens sometimes, the compilers and Hammer will accept something that the engine won't.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-21 10:34:33 UTC Post #122467
hapened to me yesterday... i deleted teh brush. I make something similar and it happens again.. sucks..
User posted image
Posted 19 years ago2005-07-21 11:03:43 UTC Post #122477
SpaG , How did you get that smiley of gordon Whacking A Headcrab with a crowbar , SEVENTH! Get that sm8iley NOW!!
Instant Mix Instant MixTitle commitment issues
Posted 19 years ago2005-07-21 11:07:42 UTC Post #122481
This is commenly caused by a messed up brush at a wierd angle. I've seen it all the time...

The only way I think you can get rid of it is to make two seperate brushes to replace the spot where the error was.
Posted 19 years ago2005-07-21 13:40:13 UTC Post #122514
Mmmmm...there are like three brushes in there!(maybe more) Mostly squares and triangles! :|
Posted 19 years ago2005-07-21 13:42:51 UTC Post #122515
okay, I experimented a little...

This problem is caused by messy mapping. Instead of using VM to change the size of complex brushes, someone would click on it, and extend it by grabbing and pulling the brush away.

Next time you have complex brushes like that, make them bigger using VM.

BTW, cliff is looking good ;)

Ill still beat you though :o
Posted 19 years ago2005-07-21 13:46:13 UTC Post #122517
I'll rebuild it then and I'll use more VM! :) And thats not all of my level! :badass:
Posted 19 years ago2005-07-21 15:19:08 UTC Post #122544
No dice! :nervous: I don't want to delete this part till I'm sure I must so any other seggestions! :roll:
Posted 19 years ago2005-07-22 01:27:09 UTC Post #122619
There isn't another way.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-22 03:49:25 UTC Post #122631
Make sure your verticies are all snapped to grid at at least 1 unit, else they get moved around automatically.

And that's quite naughty ;]
SpaG , How did you get that smiley of gordon Whacking A Headcrab with a crowbar , SEVENTH! Get that sm8iley NOW!!
It's a modded HLFallout one or something. Not ours.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 08:05:49 UTC Post #122658
Thank you very much for the info and it worked! :biggrin: Does it look good? :quizzical:
Posted 19 years ago2005-07-22 09:58:45 UTC Post #122690
It does (if this is for compo#14, make sure the administrator doesnt have to risk his life in order to access his house) :o

from the compo rules: "please be as coherent as possible!"
Posted 19 years ago2005-07-22 10:02:15 UTC Post #122693
But you said it can be ON the cliff! Anyway he has his own train! :)
Posted 19 years ago2005-07-22 11:28:16 UTC Post #122720
yes, it can be on the cliff, but think about handrailings etc. Simple to do and they'll make the map more beleivable!
Posted 19 years ago2005-07-22 11:48:38 UTC Post #122724
elon, you don't have to delete that entire area. just delete the brushes that disipear and remake it in a different way.
Posted 19 years ago2005-07-22 12:21:24 UTC Post #122734
it's some kind of coplanar argument thingy. i get those sometimes. i usually simplify the angles and that usually fixes. I think it has somehting to do with the concave angle along the edge beneath as shown in the screeny. As i said already, simplify the area.
Rimrook RimrookSince 2003
Posted 19 years ago2005-07-22 12:54:23 UTC Post #122747
also if your using null, try taking the null texture away from the back of the messed up brush.. may work.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-07-22 14:25:51 UTC Post #122763
No concave angles,no null texture! And I tried to rebuild it and it didn't help! I made it form trinagles and few squares so the brushes weren't comlicated! I don't know why the game had problems with them so I had to change that area a little for it didn't work otherwise! :)
Posted 19 years ago2005-07-22 14:36:47 UTC Post #122768
HL has troubles with D3D. The only game with bad D3D support. Half-Life with OpenGL works best. :)
Posted 19 years ago2005-07-22 14:38:31 UTC Post #122770
OpenGL FTW
User posted image
Posted 19 years ago2005-07-22 14:39:52 UTC Post #122772
Posted 19 years ago2005-07-22 14:40:39 UTC Post #122773
Yes but my screen hates Hl1's openGL for in quake2 I play with openGL and it work fine exept that software looks better but with so many bugs! :(
Posted 19 years ago2005-07-22 14:45:24 UTC Post #122776
Your screen... Oldie? Tried updating drivers? Could help.
Posted 19 years ago2005-07-22 14:47:10 UTC Post #122778
No realy new! It's one of those thin ones! : (just doing some thing for my brother :thefinger: )
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