Transparent walls


(=SC=Beef) #1

I have tried the search function and i cant realy find anything, so here we go.

As you can see, it looks very…strange, this is my first time mapping, i thought ild test it out, and was quite shocked.
These do have textures, they show up in radiant but just not in game.

Help appreciated :lookaround:


(WeeBull) #2

Try a brush cleanup, click the button with the green and blue arrows on it. Maybe that helps.


(=SC=Beef) #3

Thanks,

Tried, but nothing changed…


(kamikazee) #4

Maybe you have 2 brushes inside each other?


(seven_dc) #5

I have that kind of starange behavior myself with ammo_bunker. Only thing that fixed it was recreating the walls.


Zx14 vs hayabusa


(=SC=Beef) #6

I gave the .map file to a friend, he compiled it the same as me. only 1 wall was transparent.
I made another ET install, compiled it, and it was even worse :open_mouth:


(aburn) #7

??? WHEIRD

Try to remap the whole thing… should work…

Make sure there are no doubled brushwork… and maybe for start choose one simple texture… :smiley:


(=SC=Beef) #8

I thought, meh, lets make another 1…what do i get…

I even tried comiling with 1.5.0 instead of 1.4.0…same outcome…

My 1st map can be found: http://www.silent-clan.com/graphics/Beef/Maps/test1.map
And my 2nd http://www.silent-clan.com/graphics/Beef/Maps/test2.map

It would be great to be told where i went wrong.


(Shaderman) #9

Ouch:

WARNING: node without a volume
node has 2 tiny portals
node reference point 142.00 -816.77 -187.38
WARNING: node without a volume
node has 2 tiny portals
node reference point 142.00 -816.77 -187.58
WARNING: node without a volume
node has 3 tiny portals
node reference point 142.00 -816.77 -195.38
WARNING: node without a volume
node has 3 tiny portals
node reference point 142.00 -816.77 -196.36
WARNING: node without a volume
node has 2 tiny portals
node reference point 142.00 -816.77 -199.38
WARNING: node without a volume
node has 2 tiny portals
node reference point 142.00 -816.77 -207.38
WARNING: node without a volume
node has 2 tiny portals
node reference point 142.37 -1280.08 -196.52
WARNING: node without a volume
node has 2 tiny portals
node reference point 465.72 -1656.66 -49.00
WARNING: node without a volume
node has 2 tiny portals
node reference point 142.71 -1288.28 -187.58
WARNING: node without a volume
node has 2 tiny portals
node reference point 142.71 -1296.28 -187.71
WARNING: node without a volume
node has 1 tiny portals
node reference point -128.00 0.00 -652.76
      243 leafs filled
WARNING: node without a volume
node has 2 tiny portals
node reference point -127.87 -143.61 -348.19
WARNING: node without a volume
node has 2 tiny portals
node reference point -952.45 -725.27 -666.42

Use brush cleanup several times like WeeBull suggested (fiexed it here for test1.map).


(kamikazee) #10

Hmmm, isn’t this an example of what you might get when using CSG subtract?


(=SC=Beef) #11

ok, how exactly does brush cleanup work? do you have to select the brushes or just click?

Im not too sure what i did to test2 but i cleaned it up and test1 being the mess it is, i may just throw away


(Shaderman) #12

Don’t select anything (hit escape). Just click the brush cleanup button several times, save your map, compile it and watch for any warnings / errors in the console. Sometimes brush cleanup finds still more garbage after reopening the map in Radiant.


(=SC=Beef) #13

allright, i have spent about 2 hrs cleaning up all my overlapping brushes (im such a noob) but there is just one (or several) that i just cant find!!!
I have deleted and re-created it several times, the brushes i think are causing this mess:

But, as you can guess nothing works, including brush clean up.

PLEASE can some one look at the file and tell me where i have gone wrong so i can fix this mess and get on with it.
the file can be found here: http://www.silent-clan.com/graphics/Beef/Maps/testme2.map


(Chain-iT) #14

I’m having no problems with your map actually


(=SC=Beef) #15

So you can do a simple compile and test it without any problems, and strange things i get?

How odd


(aburn) #16

well it is not odd… really sometimess it hapends…

I first thought that the brushes were not scoped to grid but well they were… tho quite thin… what ever… the only wall with the problem as I viewed the map was the wall on your screen

Fixed it in 3secs… EASY.

select the bad brush (IDK if it is a bad brush or a brush with a bad texture or IDK) well just change the texture… Compile…
If it works… change the texture back to something u had b4… should work

WORKED here


(=SC=Beef) #17

o…m…g

So i re textured everthing, clicked ‘BSP’ then on ‘Q3Map2: (single) BSP -meta’

And same problems, same areas all messed up -__-