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Thread: itt: sel begins unwrapping cliffs, makes shitty map better

  1. #771
    walk the platypus Cagerrin's Avatar
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    Re: [WIP] Revelations

    Waterfall texture looks as if it's upside-down, tbh. Sure, waterfalls widen as they go down, but that bit to the right of the crosshair...

  2. #772
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    Re: [WIP] Revelations


  3. #773
    show up throw up Ganon's Avatar
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    Re: [WIP] Revelations

    ATTN: this map is good now~




    almost anyway

  4. #774
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    Re: [WIP] Revelations

    Does anyone know how to clean up the surface clipped to no leaves warning in tool?

    It's really annoying to have 500 lines of that crap, when as far as I can tell, it means nothing :\

  5. #775
    kill anime users Rook's Avatar
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    Re: [WIP] Revelations

    Quote Originally Posted by higuy View Post

  6. #776
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Revelations

    Quote Originally Posted by Yuki View Post
    Does anyone know how to clean up the surface clipped to no leaves warning in tool?

    It's really annoying to have 500 lines of that crap, when as far as I can tell, it means nothing :\
    From the HEK tutorial:

    This is a problem caused by the implementation of the portal planes and geometry.
    This can be caused by geometry that has a face which is coplanar with the faces of another piece of geometry.
    A good example would be a cube that has a face resting on the faces of another surface (such as a floor). In this case, an error may not have occurred before, but once portals are added or defined the portal calculations during the compilation process detects the error since it cannot properly create a portal between the two pieces of geometry.

    In the above example, there are two solutions. The cube can be moved such that it no longer has its bottom faces resting on the faces of the other surface. The other solution is that the cube should have its bottom faces removed and the remaining faces should be properly integrated with the surrounding faces.
    Basically look for anything that might be too close to another face, maybe floating geometry or something.

  7. #777
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    Re: [WIP] Revelations

    Floating things like lights would look pretty awful if they have to be any farther away from the wall than they already are.

    >>

  8. #778
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Revelations

    Quote Originally Posted by Yuki View Post
    Floating things like lights would look pretty awful if they have to be any farther away from the wall than they already are.

    >>
    Render-only faces like lights don't get that error. Only solid stuff, like a floating piece of bsp scenery. I know I got a lot of those because I didn't feel like sealing some of the scenery into the main object, but wanted it to be part of the bsp. The .wrl should help with that. :/

  9. #779
    Chris chrisk123999's Avatar
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    Re: [WIP] Revelations

    Surface clipped to no leaves normally happens when you have render only stuff outside the skybox.

  10. #780
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    Re: [WIP] Revelations

    Quote Originally Posted by Siliconmaster482 View Post
    Render-only faces like lights don't get that error. Only solid stuff, like a floating piece of bsp scenery. I know I got a lot of those because I didn't feel like sealing some of the scenery into the main object, but wanted it to be part of the bsp. The .wrl should help with that. :/
    I'd be more than happy to sift through the WRL and find the errors, but unfortunately, there's another warning that comes before it, and while this warning only takes up one line, it spawns around 5,000 geometry errors. Fucking nearly coplanar faces, can't even figure out whether it's just faces that aren't flat enough, but if what I got out of the HEK tutorials definition of this error, it's really silly :\

    Quote Originally Posted by chrisk123999 View Post
    Surface clipped to no leaves normally happens when you have render only stuff outside the skybox.
    The waterfall may be causing a few of those errors then, but there still were loads when that wasn't linked to the frame.

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