AlphaMod Volume causing leak?


(MadJack) #1

I’m not 100% sure the AlphaMod would be responsible but clues indicate it would be so.

Here’s a pic to illustrate the problem.

The ----- Green Lines ------ (Green) is where the top surface has the alphamod.

The ----- Pink Lines ------ (Pink) is having a normal texture on the surface.

The ----- Yellow Outline ------ (yellow) is a 8 units thick brush I put UNDER the triangle that has the pink line (selected).

I get the leaked right smack in the middle of that last triangle. :eek3: If I remove the underside brush I get a leak. Everytime.

I wasn’t too sure if the alphamod was making the leak but this is the third time I have to use an underside brush to patch a leak… Those other patched leaks happen in a similar way around alphamods too. Corners very similar to the above. The volume blending brushes are 16 units thick and the brushes on which they sit are 32 units.

The leak message I get is about an entity reached from the outside so I thought I might have moved one of those outside but after having selected everything that is inside the map and hiding it there is nothing on the outside.

I don’t use a box hull.

Though the problem is somehow fixed I’m wondering if this is a known issue or a bug or my way of working that has given that problem.

EDIT: Forgot to add that every brushes in the vincinity are structural. I triple checked detail/structural stuff to be sure.


(ydnar) #2

Alphamod brushes are by default trans, and therefore detail.

Hit Ctrl+D to hide all the Radiant-detail brushes and recheck your geometry.

Check the sides of your supposedly structural brushes and make sure none of the hidden sides are nodraw or clip or some similarly nonsolid/trans (therefore detail) shader.

When all else fails, put a big block of structural caulk below the whole stack and be done with it.

BTW, having brushes with odd angles be structural isn’t a good idea.

y


(MadJack) #3

After rereading my post I realized I shouldn’t have said alphamod volume brushes could cause the leak but rather it could be the shader. Even though the leak is not on those. I can’t understand why proximity of an alphamod shader could cause this. So, it might be something totally different.

nodraw/trans/nonsolid were the first things I checked. I even redid all those brushes making sure I’d select the whole brush before applying caulk to it. I put each and every filter On to make sure the brush wasn’t the problem. It becomes invisible if I filter Structural brushes :???:

As for angle for structural, I agree, it was a test to check if the brushes having the alphamod shader on top would still give me the leak if they were at the same coordinates. I should put them back the way they were.

As I mentionned, the leak is fixed but I’m just trying to understand why it happens.

Just in case anyone would like to verify, here’s the shader used:


textures/reinforce/road_dirt_alpha
{
	qer_editorimage textures/temperate_sd/dirt_m03icmp_brown.tga
	q3map_forceMeta
	q3map_nonplanar
	q3map_shadeAngle 179
	surfaceparm gravelsteps
	{
		map textures/temperate_sd/dirt_m03icmp_brown.tga
		rgbGen identity
	}
	{
		map textures/egypt_floor_sd/sandy_dirt_01.tga
		tcGen vector ( 0.00390625 0 0 ) ( 0 0.00390625 0 )
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen identity
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

If anyone find something wrong, please tell me :slight_smile:


(ydnar) #4

Remove the alphaMod volume brushes and see if the map still leaks. Remove, simplify, reduce the problem until you find the culprit. It should only take a couple compiles.

y