Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 31/12/2007 at 14:36
or, for FPS:
console (') command "stat fps", which toggles it on and off.
and for flying mode, you can just press "g" to toggle it.
:thumb:
Beleg Cúthalion on 2/1/2008 at 13:01
The g-key worked, but I wasn't able to open the console (and I don't know if >'< is a single key on an English keyboard, but both the #/' key and the same used with shift had no effect). I only had two different black rectangles on the screen which I was able to remove with esc, but nothing looking similar to a console. :confused:
Judith on 2/1/2008 at 13:26
Actually it's tilde key, Beleg, "~".
Beleg Cúthalion on 5/1/2008 at 22:29
Now there is another funny thing I had just now. I have enough saves to avoid great losses, however, after designing a courtyard I wanted to see it in the game, but reached a corner of the street before where I suddenly could see the skybox although there should have been a simple wall. When stepping closer and into a different subtract brush, I was floating over the skybox and saw gaps in the world everywhere... The scene shows an added brush as an overhang building, but there have never been problems before. Some meters away I also had problems with a tunnel which had an invisible wall all of a sudden and hindered me from going through it.
I first thought that this was due to my last report-off-grid-brushes alignment which sometimes causes such funny things, but I checked an earlier save which already had this step of alignment, too, and that one was fine. In general my brushes are all aligned exemplarily. Furthermore, there were animated lights now and emitters in the three grid windows of T3Ed. I found a button to activate Realtime Preview, but cannot remember pushing it. Some time ago I copied some smeshes from the HammerIntro map, but deleted them again. :weird: I have no idea what's going on with this thing, but maybe you have. :erg:
CrackedGear on 5/1/2008 at 22:51
Don't know if this helps, but I sometimes get this sort of thing happening if I invert a brush while scaling it. Or at least it happens to me because I always pick the wrong direction to scale it, and it's not like it tells you in any way that your brush is now inside out.
Quote Posted by Beleg Cúthalion
Now there is another funny thing I had just now. I have enough saves to avoid great losses, however, after designing a courtyard I wanted to see it in the game, but reached a corner of the street before where I suddenly could see the skybox although there should have been a simple wall. When stepping closer and into a different subtract brush, I was floating over the skybox and saw gaps in the world everywhere... The scene shows an added brush as an overhang building, but there have never been problems before. Some meters away I also had problems with a tunnel which had an invisible wall all of a sudden and hindered me from going through it.
:
Ziemanskye on 5/1/2008 at 23:17
The "report off grid brushes" thing has never bothered me to be honest, though I almost always ctrl+w to clone brushes then vertex manipulate into shape then re-compile the bsp and texture the brushes when I'm doing that bit (I hardly use the builder brush at all, and *never* use brush scaling, because it's just asking for trouble where vertex manipulation is at least stuck to the current grid size)
Otherwise, well the realtime preview is mostly a way of checking the particles are working correctly in my experience, I've not found much other use for it since changing into Ion Shader mode gives you the lighting preview, so you can leave it off most of the time. Also, with sudden invisible walls you need to watch out for which/how many surfaces you have selected when you set the skybox flag thingy (if you bother with it at all), and you should watch when you're BF texturing surfaces if you're using the alt-click method, since it's easy to accidentally hit a surface on the other side of the map by accident: theck the plain bsp (non Ion Shader) mode to see what's been hit by it just in case.
Also, sometimes you need to watch out for moving things that aren't currently visible if you're using marquee select (ctrl+alt+lmb drag): if it's not visible because you've turned the group it's in off, then it's safe, but if you've just used the View> whatever commands to hide things you can still move them by accident - especially particles if you've had the realtime preview turned on (since you can select the emitters by the particles). Obviously that's not your current problem though.
The other thing is the dreaded BSP hole, of course, which probably is your problem if you're falling through the sky (if you can walk on it, it might be some other problem :p). Once you step "out of the world" though, things always look a bit weird because it's based on the zone/visiblilty stuff from when you were last in the world, so it's not necessarily much more of a problem beyond that. Like when you ghost through a building and all you can see is sky before you pass through another room (or look back to see the zone you last crossed).
Flux on 5/1/2008 at 23:23
I tend to stay away report off-grid brushes and never use auto-fixing tool. It actually makes things worse. Beleg, your problem seems bsp error.(gaps in the world everywhere...invisible wall all of a sudden)
Did you try deleting those brushes and adding them again. Right clicking the brush and polygon-merge and transform permanently also helps.
Very old school unreal veterans always caution on this. I never paid attention first in the beginning but then I wish I had. Never scale your brushes, always have them power of two(256 better than 240 etc.) and never intersect couple of brushes into one by wrapping a bigger brush around them. And most importantly, never do vertex editing if you lower your grid size 4 or less.
Not that this problem might be related, but while searching for older threads I saw comments like "I always keep my gird on 1" or "I use 127x65 brush to wrap around for the door mesh". This is evoking the unreal bsp goblin:p
One more thing for fighting bsp and making complex brushes. Go (
http://udn.epicgames.com/Two/UnrealEngine2Runtime22262002.html) download
unreal runtime from epic's site. It's the vanilla unreal, which is the core of flesh. Make any brush, even some complex ones with its 2d shape editor and export your brush as t3d, so that flesh can import it. This educational version of unreal might be more stable to do vertex editing, as some say. Nevertheless, it has this 2d shape editor for arches etc...Still you'll have bsp problems if you have complex brushes as subtracted.
GlasWolf on 6/1/2008 at 01:59
Another suggestion to add to the pile - make sure your skybox is a good distance away from the rest of your map. If it's too close it can cause problems that appear very similar to BSP holes.
Ziemanskye on 6/1/2008 at 11:33
Really?
That's bizarre. Not something I've ever heard of either, but I can't rule it out just because I've not witnessed it :D
I'm much more likely to just "forget" where I've put brushes and end up running through walls or things when cutting new areas to be honest (there's quite a bit of that in Hearts and Minds - it was started as a Komag entry, so there's lots of hasty hole plugging over bsp goofs like that because of the size requirements)
Beleg Cúthalion on 6/1/2008 at 19:58
Thank you for your help. Unfortunately some one is blocking the computer now...... but nevertheless I wanted to add a few more things: As I said the brushes should be fine. In fact I never understood why the report-off-grid thing popped up at all (I changed the grid to 8 before because the first time it stonewalled up all my doors). All large areas are built in 64er scale, maybe sometimes 32 or 16. The funny thing is that I never even touched the wall since then, never grouped brushes and last but not least my skybox is somewhere next to Karath-din and never made any problems either. :p
When I pulled the subtract mesh one unit forward or backward it was fine. This looks like BSP error, but that would be something if it was one step over the grid. But I see...if I check the dimensions it will surely be OK. :erg: I don't know about this issue with inverted brushes, though. But I guess that it would have popped up before, furthermore I cannot remember inverting it; and since most of the brushes are copies there would be a quite large number of errors. Well, I will try what it is...or just rebuild it and never find out.