Brush faces disappearing after compile


(Ifurita) #1

I’m trying to make a covered bazaar with intersecting arched hallways. Due to the limitations of curves, I used half of a 7 sided brush for my arches. When I compile the map however, a couple of the interior faces disappear, as if they were plain caulk. I see the brush OK from the outside, when I’m inside, I can throw a grenade and see it hit the ceiling, but i can look right thru it and see sky. Any thoughts on what might be causing this?

Here is the view from the outside:

and here are 3 spots inside where the brushes are transparent

Sorry if the shots turned out kind of dark. I’m still adding lighting and might bump the ambient up.

Cheers


(SiX) #2

Are you getting any errors during compile or had you tried to run bob toolz to fix it? It sounds like a also VIS related problem; Try converting them into detail brushes if they are structural.


(Harty) #3

ive got the same problem on my map. it appears that the missing brushes are only slanted ones on mine


([rD]MrPink) #4

If the brushes are patches, instead of brushes, then it is impossible to see them from the inside no matter how hard you try. To fix that you have to copy the brush you see on the outside, and then invert it (I think its ctrl-I).


(MindLink) #5

Check if you’ve got duplicate brushes (that means if you got 2 brushes of the same proportions at the exact same place.)… If there are 2 brushes at the same position the compiler will remove the faces during compile time since it falsely assumes that they are not visible to the player I guess…
Simply select one of the archs that is missing in the game and have a look if you see a second brush/texture shining through.
This happens to me sometimes when I duplicate brushes and use undo a lot, there seems to be a little bug in Radiant…


(Ifurita) #6
  1. They were all structural brushes - converted them all to detail and now all of them have disappeared

  2. I don’t get any compile or game errors, that I saw, just can’t see the brush faces from the inside

  3. Nope, no duplicate brushes

  4. They are solid brushes and not patches or curves


([rD]MrPink) #7

Well, you probably have the detail filter on. But it sounds like its brush cleanup time.


(damocles) #8

Not sure what the faces problem is, but careful Iffy, you’re going to fall into the trap of your last map. Try not to think in terms of wide open spaces, but instead think in terms of the spaces between structures. Construct your map as a series of streets/corridors instead of one large space that has buildings in it. You seem to have the right idea of taller buildings and a more “street” like approach this time around so you should be able to make this map without any troubles, just be wary of the huge space/high detail combinations.

You have good ideas and a good eye for architecture, I’d hate to see you get turned off of mapping by repeating your mistakes :frowning:

(I can’t really talk, my current map is suffering a serious VIS problem too :frowning: )


(SiX) #9

I would still say run bob toolz -> brush cleanup. If that still doesn’t work try rebuilding them.


(CptnTriscuit) #10

On previous compiles, have these brushes appeared as they should? What changes did you make to the map in the time between when they worked and now?

I agree it sounds like a VIS problem… BSP is splitting the surfaces in that tunnel imprperly, so the VIS isnt properly identify what should be visable when your inside the tunnel. Check out the splits when your in game by typing ‘/r_showtris 1’ in the console. You will probably have to use HINT brushes to fix the problem.

Heres a tutorial that may help
http://www.wolfensteinx.com/surface/tutorials/hint_brushes.html


(Ifurita) #11

Thanks for the advice. Nearly every building you see on that map is solid caulk with a skin of detail brushes around it for the facade. The only real open space is the mosque courtyard (mosque is solid) and the pier area


(Irrelevant) #12

If the brushes are patches, instead of brushes, then it is impossible to see them from the inside no matter how hard you try. To fix that you have to copy the brush you see on the outside, and then invert it (I think its ctrl-I).

Or create a duplicate shader with ‘cull none’ in it, so it draws both sides of the same patch.


(SCDS_reyalP) #13

Did you try brush cleanup (it is a green button with two arrows on the lower toolbar). I also see some sparklies in some of those screenshots, which probably means you have been vertex editing.

You should run brush cleanup until it prints ‘0 duplicate/invalid planes found’ in the console.


(Ifurita) #14

i just went and replaced all the arches made from 7-sided brushes with ones made from 8-side arches. Much cleaner joins and results in higher roofs. Actually, I wasn’t doing any vertex editing on those hallways, in fact, I don’t think i’ve been doing any vertex editing on this map


(TIHan) #15

i think what made it do this is csg subtract… to me on some of the screenshots i can see lots of wierd places of brushes that are a little longer than the other… probably dont get what i mean but i think you used csg subtract in a way that it gets itself in a ‘improper’ pattern… csg subtract is evil some people say… yes its true but if u use it correctly where u only have to select 1 brush strecthed through other brushes that you would not think cause irregular patterns then its fine…if u didn’t use csg subtract then crap it :banghead: … try to rebuild some of them… :moo: i know ur thinking like WHAT! :bash: … but if its the only way… then so be it :disgust:


(Ifurita) #16

nope, didn’t use CSG subtract on any one of those brushes


(chavo_one) #17

Is there structural caulk hanging lower than the ceiling in those shots? If a brush is inside of a caulk brush, you won’t see the brush. Can you show a screenshot of the problem area from inside radiant, with all of the filters turned off?


(Ifurita) #18

Don’t have the problem anymore since I just replaced the brushes.


(chavo_one) #19

ah, ok. :smiley:


(d@Ve) #20

srry to start up this 2 yr old thread lol but ive got the same problem of brushes disapearin in game…they show up fine in radiant…ive read this thread twice now and it meets all the requirments previously posted…and ive rebuilt these 2 brushes many times, but they wont show up in game :banghead:

  1. the brushes are detail
  2. the brushes are not inside of a structural brush
  3. the brushes are not patches…obviously if im callin them brushes lol
  4. the brushes are not duplicate
  5. no errors while compiling
  6. ive ran brush cleanup, a bunch of times
  7. every brush around it shows in game, so its not a vis problem
  8. no csg-subtract was involved
  9. im using 1 of the stock textures, so it cant be that
  10. im completly confused :???:
    is there anyting i fergot?