cracks between brushes


(pazur) #1

i get some ugly cracks between brushes… the screenshot will say more:

(cracks.jpg)
http://www.geocities.com/pazurmapping/test/

this is the shader of the brush:


textures/natter/ametal_m08_sha
{
	qer_editorimage textures/swf/ametal_m08.tga
	q3map_shadeangle 89
	surfaceparm metalsteps
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/swf/ametal_m08.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

this is a compile with BSP -meta, -vis, -light -super 2 -filter -patchshadows -shade (q3map 2.3.32). maybe there is a shader keyword to prevent this?


(Emon) #2

I got that same thing with a door I had clipped into several sectons… On the second door I used CSG subtract, and I had no problems.


(pazur) #3

actually this is a 15 sided brush(cone) after csg with a second smaller 15 sided brush. i decided to do the part here with brushes and not with patches because i had some wierd problems with patch level of detail some time ago(screenshots are still in the /test folder on geocities)… but anyway. one funny thing about this cracks is that i got the exactly same object(func_group) cloned and placed some units aside of it and it has no cracks. i`ve seen this cracks already after kind of risky vertex edit of brushes, but here i really wonder why one object has it and the other has not. :suspicious:


(sPUNKmonKEY) #4

Is this anything a bobstools/ brushcleanup might cure?


(pazur) #5

brush cleanup doesnt help :banghead:


(ydnar) #6

CSG subtract is evil. Rebuild it using the 3-pt clipper tool.

Sorry :slight_smile:

y


(pazur) #7

i solved this now by “hiding” the crack(the brush behind it has the same shader)