tceniga on 11/3/2007 at 22:25
Hi, i'm fairly new to T3ed, i did i little work with dromed years ago, and have gotten into making my 1st T3 map following a tutorial called KomagTutT3.
Anyways, i have been having a problem on a few subtractive brushes where one or more sides of the brush are rendering as if they were fake backdrops (I can see my skybox instead of the texture it is supposed to have). None of the boxes are check on the surface properties->Flags box. Also, if the 'wall' is reachable by garret in-game, he walks through the wall and falls.
I've been able to fix a few by simply resizing the brush a bit, but others i can not get to 'solidify'.
Anyone else have this problem or know a solution?
nomad of the pacific on 12/3/2007 at 03:04
The dreaded BSP holes! :eww: Try snapping all your brushes to the grid (Tools - Report Off-Grid BSP Brushes) and don't use odd angles for any of your brushes. Stick to 90, 60, 45 or 30 degrees. Anything other than that and you're asking for trouble.
tceniga on 12/3/2007 at 04:38
That more than likely was the problem for the few brushes the i had already fixed by resizing slightly, but as for the rest that i couldn't fix, i realized it was because i had given them the blank texture, and i didn't know that it made the surface 'invisible'. Thanks anyways.
Also, i tried the tools->Report off-grid brushed and it came up with 57 brushes. Is it bad to have offgrid brushes? Does it make more work for the engine to render them? Should i try to build my map with everything on a 16 or 8 grid?
scumble on 12/3/2007 at 09:08
If your brushes go off the grid it is impossible to line them up precisely. If you need fine control then drop the grid to 1. It's not a performance issue as such, but BSP holes will appear if brushes overlap even a tiny amount.