I've been searching this forum until I got a headache so... - by Caradavin
Beleg Cúthalion on 9/10/2008 at 18:55
Or these static meshes in the door section? Well, I still haven't figured out the situation. :weird:
Caradavin on 9/10/2008 at 22:03
Thanks for the invisible wall info! That should help!
Basically, Beleg, I made a 5 wall fake backdrop and have a pier going off into it. My first problem was that Garrett could walk off the pier and just walk around over the water as if floating (now he dies if he ventures off the pier probably because the wall now meets up right with the pier). The second problem is that if you go to the left side of the pier, you can look past the skybox and right into a part of my mish. It is like the wall has been removed and you would be able to see people, lights, everything. Does that kind of help explain what the issue was?
Thanks for your help all, now I can return to the editor and try to tackle this problem before I start detailing. :thumb:
But I am still wondering why the command console launch (~) is not working for me. I installed T3ed according to Komag's tut and I gander there is another step I need to do with the exe file. I already edited the xbreboot.bat file by deleting Autoplay.
Beleg Cúthalion on 10/10/2008 at 06:52
Well, unless the pier is very close to the rest of your mission or not "zoned", you shouldn't see anything else when there are zone portals in between that are not visible. When you see a distant part of your level, it probably means it's still the same or a nearby zone which gets rendered from your point of view. Concerning the pier... I guess I would have cut if off from the rest to make sure no one can step on it. But again, I don't know what you're exactly doing. :erg:
The debug mode is the one from the joystick button, isn't it? I don't know if one can change that at all. The console pops up at ' or something. I have a German keyboard and found out that it was ö for me, so just try everything left to the big enter key.
Caradavin on 10/10/2008 at 10:00
Well, after numerous attempts with zones, invisible semi-solid and even visible solid walls, the only way I could keep the cutaway effect from occurring was to enlarge the brush in question. The resulting wall from the enlarged brush cut off the unseemly cutaway. If the player was able to continue further out, the cutaway would still exist, but I used invisible walls to keep the player from leaving the pier and getting anywhere near the ocean or where the cutaway could happen. Seems to work well. Thanks, all. Also, Beleg, thanks for the joystick note - that worked perfectly for the console.
So, since the cutaway is no longer visible, does anyone think I will be lucky enough for it not to affect performance? I had this same effect when doing Komag's mish, I used a door mesh that I did not know had a fake backdrop property to parts of it, and could see down into the cellar scene from the top floor of the house. I figured more than I have experienced this issue, but since I "fixed" it, I'm not too worried...:p
Beleg Cúthalion on 10/10/2008 at 10:26
Usually you shouldn't be able to see into the cellar through a BFed surface. :weird: Are you sure your BSPs are aligned and snapped to grid? This is one of the most important things concerning brushwork. Everytime I have a look at DromEd I cannot believe that there must be a grid somewhere; anyway, DromEd seems to be more forgiving with that, but in T3Ed you should completely avoid overlapping or uncleanly arranged brushes.
Caradavin on 11/10/2008 at 00:41
Yeah, I did that. I would not be able to place any windows, though, if I had desired. The point is that I would have to build around the holes to avoid them, instead of being able to build the way I wish. And I did use invisible zone portals as instructed in Komag's tut, is there another zone method I don't know about? This mish is extremely small compared to other mishes I've built, I was shocked to have so many issues.
I don't know if they are snapped, I will check. I built on 16, and then had to go back for some of the brushes and align them with the others (but I had to go to 1 to align them!). Is T3ed not like Dromed and have an automatic snap to grid when you move the brush? I suspect snapping is part of the problem. I try my best not to be messy, but I am having problems getting brushes to perfectly align without overlapping, even using the 1 setting to do it. :weird:
Caradavin on 11/10/2008 at 00:45
OH, and on reskinning the BF of bottoms meshes, I have GenBuildFac01 with DocWall, but the bottom is BF, right? Ok, so I use a docwall tex for the bottom, tell it to publish, and still get the error message that it is unpublished. So, I ended up just resetting them to the original, with the BF bottom. I went to Docks2.unr and looked at how they did it (is that mish missing some brushes or something, cause I was trying to look at how they did specific things like the grates and sewers, highlight the brushes but there is no corresponding brush on the map..) and found it was listed as exactly what I have, and for the most part, they did not fix the problem by putting a mesh floor beneath them. How were they able to do it? At least I am progressing..:thumb:
Caradavin on 11/10/2008 at 03:49
Shadowsneaker, thanks so much, you have solved both the unaligned brush issue and my skinning issue **HUGZ** I had 20 unaligned brushes. :laff:
I am leaving a link to a pic of my impending mish:
(
http://www.flickr.com/photos/31241161@N04/2930626713/) http://www.flickr.com/photos/31241161@N04/2930626713/
Beleg Cúthalion on 11/10/2008 at 07:33
Static meshes are great, aren't they? ;)
The thing I mentioned the BSP errors is that (I had them myself and you have to be careful with them and) you cannot see through a BFed surfaces and thus look through the level. BF just means it doesn't get rendered. If there is nothing behind it (like with a skybox), you see the sky, but if you have... say a chest with a BFed bottom, you cannot see through the ground but only to the ground. Well, if you know what I mean. :weird:
Caradavin on 11/10/2008 at 10:21
OMG (needing smiley of me bashing head against wall)
Ok, I set my zones, now. I have a zone on each side of places that will have stairways, windows, etc...just as Komag's tut suggests. Suddenly, I am having BSP issues in two different places.
I have a little window access to read a book, behind it is a mesh that runs from the playerstart to give the impression of another area (it is inaccessible, just for looks). Okay, so I open shutter of this little book area, and wham, the back wall shows as invisible and I can see the just-for-looks area. ARg.
THEN, I move on to my third zone (although they are all numbered backwards and it says zone 7) and the rest of my map is just gone (it's there on the editor, but gone ingame). Instead, I am at the dock area looking at my skybox. Well, I found the reason - when I ran zone props and it asked if I wanted it to automatically set the zones, it set one of the zones in my skybox......:weird: One thing after another, been troubleshooting it for an hour. Okay, off to search to see if I can find anything on this problem. The zone that is missing is also an oddity because it is labeled as 15, but the zone props box only shows 9 zones. :nono: