Walkin through walls


(niko) #1

phantom walls…

ok…i am still just that same noob who’s got no talent and is trying to map…

i have a problem with my current map that i hope to finish when i get time…currently the problem is 2 out of 5 segments of a wall can be walked through and objects can pass through them.

e.g.
A
… _____________
… |++++++++++|
E |++++++++++|
… |++++++++++| B
. … ++++++++++|
… |++++++++++|
D |++++++++++|
… ===========
C

Currently segments A and E can be walked through ingame with no cheats on.

Any ideas on what might be causing this and any ideas on what to do to stop it would be awesome…

thanks

Niko


(sock) #2
  • Is all the brushwork structural?
  • Are you using any strange shaders (textures with white lines around them in the editor texture window) on the brushwork?
  • Does the map leak?

Sock
:moo:


(niko) #3

structural?? you mean like part of a building…yes

shaders are all normal

didn’t get any error messages about the map leaking…

oh, btw sock

wb from your vacation…hope you had a good time


([rD]MrPink) #4

No, he doesn’t mean part of the building. There are two kinds of brushes in Radiant. Structural and Detail. Structural are walls and block visibility, while Detail don’t. Make sure your brushes are structural by selecting them and right clicking, and selecting “Make structural”.


(niko) #5

what are they by default?


([rD]MrPink) #6

I think they’re structural by default, but I’m not entirely sure… you can probably change the default, too.


(SCDS_reyalP) #7

They are structural by default. I don’t know of a way to change the default. However, this should have nothing at all to do with being able to walk through them. That is controlled by other shader options (solid/nonsold and the various *clip)

If you have a brush that has some faces with a solid shader and others with nonsolid, the behaviour of the entire brush will be essentially random.

BTW models and patches are always detail.

You might have bad brushes, especially if you have been vertex editing. Try the brush cleanup button on the lower toolbar.


(niko) #8

i just made the brushes all the same…(remember, i’m noobish…didn’t change anything on the walls"

all the walls have the same texture on them too

one of the steel looking ones…

ugh…


(Stektr33) #9

Can you explain that a little more, because I might have had a case of bad brushes via vertex editing, but wasnt sure what to make of it. What’s a bad brush? And what’s the community’s thought on vertex editing on brushes…is that quite normal, or should I(we) stick to just normal editing (ie length, width, height, angled).
thx


(Shallow) #10

Which one? Several of the metals have non-solid shaders, identified by suffixes such as ‘ns’ and ‘nonsolid’.


(sock) #11

I use a combination of 2/3 point clipping, brushface sliding (CTRL+brush face) and vertex editing. The only thing to remember is that before compiling your map, save the map and then click the brush clean up icon. As a rule everyone should start with the clipper tool before attacking vertex editing. Vertex editing is always seen as an extreme method of creating the required brushwork. But everyone has different styles and approaches to brushwork creation.

Sock
:moo:


(SCDS_reyalP) #12

I posted some advice on vertex editing here: http://www.splashdamage.com/forums/viewtopic.php?t=2523&highlight=vertex+edit

It can be done without causing problems, and when it does mess up brush cleanup usually fixes it.


(G0-Gerbil) #13

Where’s the brush clean up tool?
It used to be a plug-in, but it didn’t ship with the ET editors - is it now built in?


(SCDS_reyalP) #14

Some of the plugins now show up in the lower tool bar instead of the plugin menu. They are still plugins.