duplicate brush numbers


(SenDep7) #1

Im having a problem with q3map2 dealing with duplicate brush numbers. I have a map that has been converted from quake3 and im modding it retexturing it for ET ctf, But i keep running into problems where if 2 brushes have the same brush number at BSP time only the second one gets bsp’ed whereas the first one draws as if it were a clip brush…invisible but still there. at this point i have over 5000 brushes im not going to renumber them all and everytime i add new brushes another one dissapears…any suggestions?

Also i have areas where 2 patches meet but they have similar textures. but since lightmaps are filtered seperately there is a noticeable seam…is there any solution to this short of turning off filtering?

-SenDep7


(ydnar) #2

The brush numbering is for convenience only. Your map file might be borked.

As for your lighting problem, don’t use -filter. Use -samples 2 instead for eliminating seams between patches.

y


(SenDep7) #3

could i be im hitting the max brush count?

i havent seen any warnings.
The current map has a lot of other problems that im planning on fixing. leaks…too many structrual surfaces. and i need to fix some shaders. but dont wanna continue if its a lost cause.

I’ll keep looking. thanks though.

-Sendep7