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pazur
26th December 2002, 18:27
i get some ugly cracks between brushes... the screenshot will say more:

(cracks.jpg)
http://www.geocities.com/pazurmapping/test/

this is the shader of the brush:

textures/natter/ametal_m08_sha
{
qer_editorimage textures/swf/ametal_m08.tga
q3map_shadeangle 89
surfaceparm metalsteps
{
map $lightmap
rgbGen identity
}
{
map textures/swf/ametal_m08.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}


this is a compile with BSP -meta, -vis, -light -super 2 -filter -patchshadows -shade (q3map 2.3.32). maybe there is a shader keyword to prevent this?

Emon
27th December 2002, 23:49
I got that same thing with a door I had clipped into several sectons... On the second door I used CSG subtract, and I had no problems.

pazur
28th December 2002, 00:42
actually this is a 15 sided brush(cone) after csg with a second smaller 15 sided brush. i decided to do the part here with brushes and not with patches because i had some wierd problems with patch level of detail some time ago(screenshots are still in the /test folder on geocities)... but anyway. one funny thing about this cracks is that i got the exactly same object(func_group) cloned and placed some units aside of it and it has no cracks. i`ve seen this cracks already after kind of risky vertex edit of brushes, but here i really wonder why one object has it and the other has not. :suspicious:

sPUNKmonKEY
28th December 2002, 02:36
Is this anything a bobstools/ brushcleanup might cure?

pazur
28th December 2002, 13:01
brush cleanup doesnt help :banghead:

ydnar
28th December 2002, 19:18
CSG subtract is evil. Rebuild it using the 3-pt clipper tool.

Sorry :)

y

pazur
28th December 2002, 20:00
i solved this now by "hiding" the crack(the brush behind it has the same shader)