Strange compile problem - maybe


(=PoW= Kernel 2.6.5) #1

Hi all,

Glad to see the forums back.

See if you can offer some advice on this:

I have a map with some custom shaders.
The textures associated with the shaders are in my textures/mapname folder.

I compile the map and everything looks fine.

I compile the map again, and some of the textures are not rendering properly. One of them has the hall of mirrors effect and 2 others are clipping but not visible.

I compile the map again, they are working.

No changes made between compiles.

I’ve had this problem for a while but just re-compile until things look good.

Anyone ever seen anything like this before?

I’ll post what ever you want to see (shader, screenshots), just ask.

Thanks!


(CptnTriscuit) #2

A few questions before I can try and help you find an answer:

How many different textures are giving you problems?

Do these problems occur on each brush face with the custom texture or just one or two within your map?

What other textures are being used on the brushes that are using the problem textures? caulk? clip? nodraw?

Are any errors being reported in the console when you first load the map?


(Jecoliah) #3

I have had this problem before.

What caused it was that i had some complex Brushes that were structural and this causes strange Portals which is what causes the Hall Of Mirrors effect or it just doesn’t show the brush at all.

Try making the brushes in question Detail.

Also it may be that you hit the space bar on accident and created a dup, select the brush and hide it, if you still see the brush it is the dup, delete it.

Jec


(=PoW= Kernel 2.6.5) #4

This might sound like a noob question but here we go…

How can I tell, in GTK Radiant 1.4, which brushes are structural and which are detail?

I hate having to look through the .map with a text editor since it’s so big now.


(C) #5

CTRL-D ?.. to toggle detail brushes (in)visible


(Diego) #6

Try running bobtools for polygon cleanup. Sometimes a bad brush will be invisible during compile but still block your movement.


(=PoW= Kernel 2.6.5) #7

Once again I learn something new.

Pressing CTRL-D reveals that many brushes I thought were detail are actually NOT.
Including the problem ones.

I’ll try it and post the results.


(=PoW= Kernel 2.6.5) #8

Sorry for the double post but it’s the only way to mark this thread as updated for anyone following it.

PROBLEM SOLVED.

Jecoliah was right.

I changed the problem brushes from structural to detail and recompiled a few times.

I am getting consistent results and everything is working as expected.

Did I mention the textures that had the problem are .tga textures with an alpha channel use for transparency?

Anyway - Thanks all !!