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View Full Version : Tenebrae 2/Q3Map2 vis hull problem (i think)


Tig
3rd November 2003, 13:13
I have no idea if the following is a Tenebrae 2 or Q3Map2 issue. The problem is present with Q3Map2 version 2.5.4 and 2.5.10 (not sure about in between).

The difference between the shots is only a small step back or forward.
http://industri.sourceforge.net/misc/ind-problem01.gif
http://industri.sourceforge.net/misc/ind-problem01.jpg
http://industri.sourceforge.net/misc/ind-problem02.gif
http://industri.sourceforge.net/misc/ind-problem02.jpg

I've tried moving the brushes around, all it did was re-shape the missing polys. (kind of expected that but I had my fingers crossed)

ydnar
3rd November 2003, 17:33
Can you run the map in Quake 3, to rule out a Tenebrae bug?

y

Tig
3rd November 2003, 21:29
Ah, thats a good idea :]

OK, the same thing happens but the effect is a Hall Of Mirrors instead of a white block.

I've uploaded a copy of the BSP, so you can check it out if you like with missing textures. (this rules out shaders too as there is no textures). To get to the trouble spot, (i've forgotten how to show the x,y,z position in Q3A) square yourself to the walls (by turning 45 degree counter clockwise), go into noclip, slide left and move down a little. If you know the x,y,z command post that and I'll send the co-ordinates

The bsp is located here: http://industri.sourceforge.net/misc/industri01x.zip

ydnar
5th November 2003, 23:48
At work, so I can't check the BSP out right now, but is there an areaportal there?

y

Tig
6th November 2003, 00:00
There are no aeraportals in the entire level, so, that would be a no :]

ydnar
6th November 2003, 00:06
Any "interesting" structural geometry?

y

Tig
6th November 2003, 00:17
Not really. There are a few small (1, 2 and 4 unit) sized detail brushes. A few func_group collections. A few patches that are 0.5 unit off another brush and thats about it. All of these things are used througtout the rest of the level without a problem.

Tig
6th November 2003, 12:45
The problem is fixed. I placed an areaport in the 'arch way' on either side of the small bridge in the screenshots. For some reason, this has fixed the problem.

I guess its not a real fix but the error has gone :]

ydnar
6th November 2003, 16:51
Did you put hint on all faces except the one face you wish to be the areaportal?

y

Tig
7th November 2003, 13:36
Yes, but originaly I used a 1 unit thick brush.