Clipping Wierdness

teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
<div class="IPBDescription">crazy invisible one way walls of death!</div> So in order to learn how to map properly etc etc Ive been constructing a somewhat large/complicated/purty RR to use when I am feeling confident enough to actually start making real maps. Its got a lot of creative (I hope... hahaha) geometry in it since I want to learn that sort of thing as quickly and as possible, and Ive been having some really strange clipnode problems. A few places where i have polygons actually sticking into other polygons (previous to compile... i assume/hope these are corrected/simplified during compile) I often have wierd little things likse sticking in corners for second or being able to walk up off the floor in a certan spot as if there were a small ramp there.

Previously these didnt bother me too much but I wanted to try and avoid them naturally so for a very curvy section I decided to break out QuArK's Extruder tool. I dotn know if VHE has one, so I'll explain... you open a 2D window, model a crossection, and then either lay out a path manually or ive it an origin, radius, number of "segments" and total degrees, and it "drags" your crossection around to create a curve in that shape. The advantage here is that (A) as long as theres no errors... no leaks. guaranteed. (B) all teh polys always line up perfectly with no overlap... the sides are angled automatically © its mathematically prefectly accurate, unlike a hand-done semicircle.

The area in question (Again, sorry but I have bunk image hosting... anyone have a good suggestioon for where to go for soem good hosting so i can get you guys pics intead of these huge descriptions?) is the Join Alien area. My basic wall shape is somewhat complex to allow for indirect lighting... i constucted a matching crossection, and drug it around with 6 or 8 sides (depending on how you count) in a semicircle, to meet up with the opposing wall, creating a round alcove. The shape proved a little too complex for even the extruder, and several polys failed to create, but the rest came perfectly. I broke out tohe calculator and repaired one poly, mathematically perfect, and deleted a few ppolys to make the error look intentional and turned teh resulting holes in teh wall into soem funky recessed lighting.

I wanted the actual alien "gate" to be a blister of infestation on the ground, opeing to a dark tunnel which one falls into to join. so i pooed open teh extruder again, and made another crossection lookign vaguely like a number 4 with a rather long downward stroke for the side of the tunnel and the diagonal concave (dont worry, the extruder breaks it up into non concave polys) to get the blistery effect. Drug it around 360 degrees, bam i got myself a regular Mt. St. Helens sittin in my level.

Now heres the problem... after reconstructing the floor to allow for a big tube going down, and compiling... ouch. the whoel aclove has cliping problems all over it, whether I cover the recessed lighting/curved complicated walls with CLIP brushes or not. with -cliptype legacy (yes im using XP-Cagey's tools) there is an invisible cieling hovering over the entire blister area, fording teh player to jump-duck to get into the hole, as well as a few other seemingly random invisible walls around teh genreal area. using -cliptype precise most of the random invisible walls are gone, but over teh round opening of the hole there is a perfectly round, flat "manhole" preventing the player from falling in!

sorry for all that reading and no pics.. if someoen cann suggest a good image host ill get you guys a few shots. Other than that... HELP!!!!

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    well, i have very little quark experience, howeveri find that mose of the clipping problems you encounter can be solved by using the "-cliptype precise" extension on teh command line for xp cageys tools. if you want to im me ill give you a bit more assistance.
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