Tenebrae 2/Q3Map2 vis hull problem (i think)


(Tig) #1

I have no idea if the following is a Tenebrae 2 or Q3Map2 issue. The problem is present with Q3Map2 version 2.5.4 and 2.5.10 (not sure about in between).

The difference between the shots is only a small step back or forward.



I’ve tried moving the brushes around, all it did was re-shape the missing polys. (kind of expected that but I had my fingers crossed)


(ydnar) #2

Can you run the map in Quake 3, to rule out a Tenebrae bug?

y


(Tig) #3

Ah, thats a good idea :]

OK, the same thing happens but the effect is a Hall Of Mirrors instead of a white block.

I’ve uploaded a copy of the BSP, so you can check it out if you like with missing textures. (this rules out shaders too as there is no textures). To get to the trouble spot, (i’ve forgotten how to show the x,y,z position in Q3A) square yourself to the walls (by turning 45 degree counter clockwise), go into noclip, slide left and move down a little. If you know the x,y,z command post that and I’ll send the co-ordinates

The bsp is located here: http://industri.sourceforge.net/misc/industri01x.zip


(ydnar) #4

At work, so I can’t check the BSP out right now, but is there an areaportal there?

y


(Tig) #5

There are no aeraportals in the entire level, so, that would be a no :]


(ydnar) #6

Any “interesting” structural geometry?

y


(Tig) #7

Not really. There are a few small (1, 2 and 4 unit) sized detail brushes. A few func_group collections. A few patches that are 0.5 unit off another brush and thats about it. All of these things are used througtout the rest of the level without a problem.


(Tig) #8

The problem is fixed. I placed an areaport in the ‘arch way’ on either side of the small bridge in the screenshots. For some reason, this has fixed the problem.

I guess its not a real fix but the error has gone :]


(ydnar) #9

Did you put hint on all faces except the one face you wish to be the areaportal?

y


(Tig) #10

Yes, but originaly I used a 1 unit thick brush.