03-08-2008, 09:39 AM | #1 |
Banned
|
Ok.... and that means?
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster |
|
03-08-2008, 11:32 AM | #2 |
D&A Member
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
|
|
|
03-08-2008, 07:14 PM | #3 |
Banned
|
|
|
03-09-2008, 10:12 AM | #4 |
D&A Member
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
|
Tip: turn all of your complex geometry brushes into func_detail; be careful, though, improperly applying func_details can leave you with multiple leaks. Make sure there are simple geometry brushes behind the func_detail where necessary to prevent leaks.
And click the image, you friendly person :P Last edited by Player; 03-09-2008 at 10:42 PM. |
|
03-09-2008, 11:30 AM | #5 | |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
|
Quote:
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
|
03-09-2008, 12:31 PM | #6 |
D&A Member
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
|
I interpreted it as sarcasm
|
|
03-09-2008, 05:49 PM | #7 | |
Banned
|
Quote:
|
|
|
03-09-2008, 06:27 PM | #8 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
If you move one corner (vertices) on a cube and only one it creates an uneven surface similar to lifting up the covers on a bed, and hammer only recognizes flat surfaces so this might be related. You can also screw with the laws of geometry by turning a sphere in on itself if that makes sense; sometimes we accidentally do this when the top corner of a cube moves under the cube accidentally.
|
|
03-09-2008, 09:35 PM | #9 | |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
|
Quote:
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
|
03-09-2008, 10:41 PM | #10 |
D&A Member
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
|
:P
|
|
03-10-2008, 12:51 AM | #11 | |
FF LOL
Join Date: Sep 2007
Posts Rated Helpful 0 Times
|
Quote:
The vertices off grid thing rarely has anything to do with it, unless the area is quite complicated already. But you really shouldn't ever need to have a world brush with off the grid vertices. Try turning off all your visgroups, except world geometry, and then turn off water and displacements, and just fly around. Your map should be very simple in this state, if there's any small bits, or complicated brush structures, or areas with lots of angles, turn em to func_details, displacements, or models. When vvis runs, it slices empty space into "leafs" along the planes of your world geometry. So if you have alot of planes in one area, it can get confused, and make either a concave or inside-out leaf. For an idea of how this is bad, and how it can look, carve a block with a sphere. You get lots and lots of small weirdly shaped pieces, which vvis, and the engine, hate. Now a portal is a the interface between two or more leafs, and a cluster is a group of leafs and the portals between them. "seeing" is a way of determining what is rendered at one time, basicly, if a line can be drawn from one leaf, through a lportal, to another leaf. So if the line is crossing the same portal twice, or a portal it shouldn't be able to, that's bad. Just so you know, the leafs are organized into nodes, where a node "contains" either two leafs, or two nodes, or a node and a leaf. Always two things. This is probably more than you need to know about this, but actually understanding how a BSP tree works, and how vvis creates leafs, is helpfull as you move forward with mapping. Last edited by Mr. Happy; 03-10-2008 at 12:57 AM. |
|
|
03-10-2008, 10:06 AM | #12 | |
Banned
|
Quote:
btw, doing that I found my problem and fixed it Last edited by Nuk3m; 03-10-2008 at 10:32 AM. |
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|