STiFU on 6/11/2005 at 20:06
I got some bsp leaks during fm development. When i buildet that place up they werent there yet, but now they are. I Found that sometimes it helps to do the following: Polygons > Move to brush; delete the object; deintersect; add. Afterwars you will have to apply substracting brushes again to the object.
But this time it does not help. Do you have any ideas what i could do to fix the problem? I noticed that those leaks especially show up, when bsp structure becomes more complex, so i guess you'll advice me to reduce complexity, but in this case i cant. Theres something builded over and below that part of my fm yet.
Krypt on 6/11/2005 at 20:23
Just tweaking your BSP a bit will usually get rid of any holes. By tweaking I don't mean actually changing it, but changing how it's arranged. The the most painless way to do it is by reordering brushes. Do this by right clicking the brush, Order>To Last or To First. Be careful with this, because when you set a subtraction To Last, any additions inside it will be subtracted out, including zone portals. Also if you set an addition To First it will be subtracted by any subtractive brush. Mess with these a little bit and you'll probably be able to fix your problem. If that doesn't fix it, try rebuilding your brushwork a different way. Make the geometry the same, but build it with a different arrangement of brushes.
ascottk on 6/11/2005 at 21:24
I never intersect/deintersect bsp. It poses less problems later.
ProjectX on 7/11/2005 at 14:43
Use the report off-grid BSP tool and align-all
STiFU on 7/11/2005 at 15:39
Quote Posted by ProjectX
Use the report off-grid BSP tool and align-all
When i use that function i see very, very many brushes listed there, although i always work with "grid-snap always" and didnt ever plant something off-grid. I dont know why all these brushes should be off-grid... :erg:
But i tried it now and i got - let me count - lets just say far more than just several leaks. :)
Quote Posted by ascottk
I never intersect/deintersect bsp. It poses less problems later.
In the tutorials it was said that you should always deintersect before adding and intersect before substracting. I only try that when there are leaks, but in general i use the recommended method.
But thanks for your hints. I will take a look at that tutorial... Looks very komplex, but good to me.
Bardic on 7/11/2005 at 19:12
Intersecting and de-intersecting aren't really bad, but any oddly shaped, or rotated pieces can cause problems. If you have a box on the grid, and you move another brush overlapping and intersect and subtract, you will be fine. If you rotate that second box and intersect/subtract, you can cause an off-grid point. If the boxes are side by side, the points will be snapped on the virtical line, but can be off the horizontal grid lines.
At that point you can go into vertex editing mode and tweak each point, and because you have snapping on, it will fix it for you. Or instead you can skip the intersect, and just vertex edit anyways.
I had the biggest problem getting vertex mode to work, for one thing, you have to hold Ctrl+Alt, drag your box, let go of Ctrl+Alt, push them down again, and drag your box again for the editor to recognize that you are dragging a box.
STiFU on 7/11/2005 at 19:48
Yeah i noticed that yet, but thanks anyway. I finished the tutorial and now i found the BSP error. I have to rebuild the whole thing... :erg: But this time i know much more about BSP tweaking so i guess it wount happen again at that point.
Bardic on 7/11/2005 at 21:38
You can always select all brushes, set the grid down to 1, and align them all. Then go through and see is everything looks lined up correctly.
Ziemanskye on 8/11/2005 at 07:43
And don't underestimate the power of Semi-solid brushes!
If it's an added brush that's causing the problem, just right-click, then I think it's CSG>SemiSolid to convert it straight over.
It renders some extra faces (that you can BF out anyway if you want), but in comparison to rebuilding entire rooms/areas or having holes in the world it's a god-send.