Invisible rooms.


(Qexpres) #1

Hey,
I’m creating a map at the moment, but now I have a problem. I’m using some seperated rooms which are not connected to each other and no Caulk box around it. Only the rooms are caulked. When I made a 3th room and I wanted to test it, the room wasn’t there. Well, it was there, because you could walk in it and there were clips and stuff, but I couldn’t see any brush I created in it. It’s just like the whole room was caulked for inside.
In another seperated room you can see everything, but when you walk trough the gateway, the side I just left becomes a hall of mirrors just like the first room. But just the part of it you’re not in.
I made use of HINT brushes, but I did not use a HINT at the gateway i wrote about. So I’m not sure that’s the problem.
When I compile the map Radiant only gives an “Entity Leaked” Error, but no “Map Leaked” Error. So I guess that isn’t the problem…

I can imagine this post might be a bit confusing, but I just can’t explain any better.

I hope you guys can help me.

Greetz and thanks Qexpres / {Just-Me}


(WeeBull) #2

if brushes disappear it could be that you accidently copy/paste the brushes and left them at exactly the same place, so there are to brushes sharing exaclty the same space, this way they can turn invisible.
maybe you could post some screenshots from radiant and in-game


(kamikazee) #3

Entity leaks occur when an entity is partly or completely inside a brush forming the hull.

Allso note: hint brushes are only for final vis optimization, don’t use them unless your portals are really bad chosen by Q3Map.


(Qexpres) #4

Hey thanks for the replys already.
The room which was half invisble is fixed now. I’m not sure what was the problem, but I think it was because of a clipbrush half outside a room.
I still don’t know what’s wrong with the totally invisible room, though…
Here are the screens:

I don’t want to reveal too much of my map yet, so I hope this is enough.

I didn’t use hint brushes in that room though. Can hint brushes cause errors then?

Greetz Q / JM


(MrLego) #5

Try connecting the room to the rest of the map so the player can get into it.

I think that if there is not a valid path for the player to enter or view the room, then the textured faces are discarded during the vis phase of compilation.

I have run into this before when I noclipped my way into a portion of a map that has no physical connection to the player-accessable portion.


(WeeBull) #6

it shouldn’t be a problem, look at some trickjump maps, there are a lot of rooms which are not connected with a path only with teleporters and it always seem to work


(Qexpres) #7

Well, the problem is fixed by putting a teleporter in it… ><
Sry for giving false information, but I thought it didn’t matter.
Thank you very much for helping me.

Greetz Q / JM