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  1. #1

    Disappearing Floors?

    I've been working on my map for a week now with no problems. But I today when I was working on new building I had an Issue with the floors disappearing after compiling and testing the map. I can stand on them, but I can't see them... I noticed going below or looking at the sides of the brush/floor I'm able to see the texture, but it's not showing up the top side. Anyone know what could be going on?

    I've tried restarting radiant and mbuilder, trying other textures, making sure I had no intersecting lines and remaking the floor in other areas of the map.


    Code:
    C:\Games\MOHAA\mainta\maps\dm>"C:\Users\-----\Desktop\MOH-MA~1\MOHAAT~1\Q3map.exe
    "  -gamedir C:\Games\MOHAA C:\Games\MOHAA\mainta\maps\dm\Map2.map
    ---- q3map ----
    ----- FS_Startup -----
    ----------------------
    26428 files in pk3 files
    FloatPlane: bad normal
    FloatPlane: bad normal
    Entity 0, Brush 307: degenerate plane
    Entity 0, Brush 307: degenerate plane
    FloatPlane: bad normal
    Entity 0, Brush 308: degenerate plane
    FloatPlane: bad normal
    Entity 0, Brush 425: degenerate plane
    FloatPlane: bad normal
    Entity 0, Brush 426: degenerate plane
    WARNING: Could not find 'models/static/static_cagelight.map'.
    writing C:\Games\MOHAA\mainta\maps\dm\Map2.prt
     (0.00) seconds.
     1.3% fewer faces -- 2938 faces from 2977 (39 removed)
     (0.00) seconds.
     (0.00) seconds.
    Writing C:\Games\MOHAA\mainta\maps\dm\Map2.bsp
    Writing C:\Games\MOHAA\mainta\maps\dm\Map2.vis
        6 seconds elapsed
    
    C:\Games\MOHAA\mainta\maps\dm>pause
    Press any key to continue . . .
    
    C:\Games\MOHAA\mainta\maps\dm>"C:\Users\----\Desktop\MOH-MA~1\MOHAAT~1\Q3map.exe
    " -vis  -gamedir C:\Games\MOHAA C:\Games\MOHAA\mainta\maps\dm\Map2.map
    ---- vis ----
    ----- FS_Startup -----
    ----------------------
    26428 files in pk3 files
    reading C:\Games\MOHAA\mainta\maps\dm\Map2.bsp
    vis_derived = 0
    reading C:\Games\MOHAA\mainta\maps\dm\Map2.prt
       511 portalclusters
      1756 numportals
      1642 numfaces
    visdatasize:32712
     (0.53) seconds.
     (38.37) seconds.
    creating leaf vis...
    Average clusters visible: 221
    writing C:\Games\MOHAA\mainta\maps\dm\Map2.bsp
    writing C:\Games\MOHAA\mainta\maps\dm\Map2.vis
     40.0 seconds elapsed
    
    C:\Games\MOHAA\mainta\maps\dm>pause
    Press any key to continue . . .
    
    C:\Games\MOHAA\mainta\maps\dm>"C:\Users\----\Desktop\MOH-MA~1\MOHAAT~1\MOHlight.
    exe"  -gamedir C:\Games\MOHAA C:\Games\MOHAA\mainta\maps\dm\Map2.map
    ======== MOHlight Version 1.48 ========
    ----- FS_Startup -----
    ----------------------
    26428 files in pk3 files
    reading C:\Games\MOHAA\mainta\maps\dm\Map2.bsp
    reading C:\Games\MOHAA\mainta\maps\dm\Map2.vis
    
    ====== Initial Lighting ======
    ambient light at (50.00 50.00 50.00)
        0 light emitting surfaces
     (2.53) seconds.
    
    ====== Radiosity Lighting ======
     (0.05) seconds.
     (0.81) seconds.
     (14.30) seconds.
     (0.02) seconds.
     (0.01) seconds.
     (0.02) seconds.
     (0.02) seconds.
     (0.03) seconds.
     (0.00) seconds.
     (0.03) seconds.
     (0.02) seconds.
     (0.02) seconds.
     (0.02) seconds.
     (0.02) seconds.
     (0.02) seconds.
     (0.03) seconds.
     (0.00) seconds.
     (0.02) seconds.
     (1.04) seconds.
     (0.01) seconds.
     (0.80) seconds.
    
    ====== Calc Static Models ======
    0) Model: static/static_cagelight.tik
    1) Model: static/lightbulb_covered_nowire.tik
    2) Model: static/lightbulb_covered_nowire.tik
    3) Model: static/lightbulb_covered_nowire.tik
    4) Model: static/lightbulb_covered_nowire.tik
    5) Model: static/lightbulb_covered_nowire.tik
    6) Model: static/lightbulb_covered_nowire.tik
    7) Model: static/lightbulb_covered_nowire.tik
    8) Model: static/lightbulb_covered_nowire.tik
    9) Model: static/lightbulb_covered_nowire.tik
    10) Model: static/lightbulb_covered_nowire.tik
    11) Model: static/lightbulb_covered_nowire.tik
    12) Model: static/lightbulb_covered_nowire.tik
    13) Model: static/lightbulb_covered_nowire.tik
    14) Model: static/lightbulb_covered_nowire.tik
    15) Model: static/lightbulb_covered_nowire.tik
    Total Models Lit: 16
    Total Vertecies Lit: 1115
    Total Vertecies that were in Solid Leafs: 10
    Data Size: 6051 bytes
    
    ====== Calc Light & Diffuse Grids ======
     (0.30) seconds.
     (0.25) seconds.
    
    ====== Compress Light & Diffuse Grids ======
    
    ====== Final Lightmap Assembly ======
     (0.02) seconds.
    
    ====== Entity Lighting Lights ======
    
    ====== Write Out BSP File ======
    writing C:\Games\MOHAA\mainta\maps\dm\Map2.bsp
       27 seconds elapsed
    
    C:\Games\MOHAA\mainta\maps\dm>pause
    Press any key to continue . . .
    Attached Images Attached Images
    Last edited by <T|F|B>The Beaver; 11-07-2018 at 09:54 PM.

  2. #2
    Try remaking brushes 307, 308, 425, and 426. You can find them by going in Edit -> Find Entity / Brush. Also make sure to be careful when using vertex manipulation (v) on brushes.

    Also see:

    These error normally occurs when you are using vertex manipulation (pressing V on the keyboard and moving the brushes vertices). This could cause at least one face of the brush to be invisible in the game and usually causes the brush to disappear in the editor.

    You could also get this error when you have a brush that is smaller than 1 grid unit thick, and try to re-size the brush with the grid size set to 1 unit or greater. This will cause the brush to disappear and become an infinite size. This may also produce extra errors like "Entity x, Brush x: degenerate plane"¯, "Entity x, Brush x: mirrored plane"¯, "WARNING: brush plane with no normal"
    What I tend to do is make most of my brushes and world using either 4 or 8 grid, and smaller details lower if needs be.
    Last edited by 1337Smithy; 11-09-2018 at 12:28 PM.

  3. #3
    I agree with Smithy in remaking those brushes but perhaps not at the exact co-ordinates.

    I recently helped a buddy with his map where a wall wouldn't show in game. I remade the wall but it still didn't work.
    As he was new to mapping he had his brushes at random widths and odd positions of the grid, like one two or three units from the main grid lines.
    No two brushes on his map aligned when looking from either side or front view. It was a mass of lines.
    When I redrew that wall brush the second time, I made it a few units from where it was originally and that solved the problem.
    Of course everything next to that wall had to be resized to suit. It was a multi-story house and he had stairs there, so that was fun. lol

    Larger brushes such as walls, ceilings or floors should be drawn with the grid set no lower than 4 units (press the 3 key before drawing the brush).
    A similar problem sometimes occurs when rotating a brush, quite often the brush doesn't align with the grid at all even when set to 1 unit. This is where the selected brush needs to "Snap Points To Grid" (Ctrl + G).

    I hope we've helped. Good luck.

  4. #4
    Thank you for the help I got the floor fixed now
    That find thing handy, learn something new every day about this program.

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