Holes (not Leaks)

ZorZor Join Date: 2003-09-16 Member: 20911Members, Constellation
<div class="IPBDescription">Help plz</div> Ok I have a problem with holes in my map. These holes are not leaks as the compile completes itself. What happens is that when i am running around in my map i will come across areas where i can walk through walls into other areas, fall through the floor , or jetpack through the roof. When i fall or go through these holes i usally end up in the void.

here is an example of what happens

(normal floor)
-------------------|___|------------------
-------------------|___|
-------------------|___| (hollow)
-------------------|___|

What happens is a hollow is created the same size as the hole and extends out to the extremeties of the void. These walls that are created are not of my design and they are solid enough that skulks can wall walk up them.

P.S. I have also posted a compile log

Any help would be appreciated,
Zor

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The only advice I can give is trying to compile with a different cliptype. If you can isolate a small section off your map that gives this problem, XP-Cagey might be able to help you as well, if this is indeed a clip generation problem.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    So far as I know, this is a fairly common problem, either with Cagey's tools and their new cliptype code, or introduced by someone else (Merl, valve, who knows). One of the official maps has holes in it - I forget the name, but it's the one with Biodome hive (agora?). I've had this problem on my maps too, and the only thing I've found that seems to help is making the affected brushes thicker - i.e. if you're falling through the floor, make those floor brushes extend further down into the void. It's not a sure solution, but in a voodoo kind of way it seems to help.
  • ZorZor Join Date: 2003-09-16 Member: 20911Members, Constellation
    thanks for the help guys i will try these things out when i get a chance and repot on the results
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    im no expert in the compiling department but that can also happen if a brush vertex occupies a space between the smallest grid number (1) i see it happen alot if you make cylenders or carve brushes with something other than a square.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    im having a similar problem on a set of stairs

    i have to identical set of stairs, running paralel but when u walk down the middle of the left one u fall down into the steps yet if u walk down the side of the steps, nothing

    again nothing when i walk down my other set of steps

    its only seemed to pop up last compile, afaik, so im recompiling now, with the same settings to see if it happens again
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    A save way to fix clipping errors (apart from "cliptype precise") is placing solid "clip brushes" around places you should not be able to walk trough.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    [offtopic] avatarthief!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    (i finaly have a cool avatar tho <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
    [/offtopic]

    um the only reason i posted is due to the avatar thief, i havent experienced this, and thus i dont know how to help
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    i did have the unchain the chambers but it changed automatically
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