Annoying Vis Error

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">AtomicMass Distress Call</div> An annoying VIS error has cropped up in the last couple of compiles of AtomicMass (see attched picture). I don't know why it's happening, because I haven't changed anything anywhere near wher the problem has appeared. In the attackhed pciture you can see some of the skybox beyond the missing faces and a strip of the hall of mirrors effect at the top (above the sky textured brushes).

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    If I get closer to the window or approach it from a different direction the effect is not visible (see attached). Can anyone tell me what might be causing this or how I could fix it?
  • RozdowerRozdower Join Date: 2002-12-06 Member: 10514Members
    edited April 2003
    I've had this problem before, with vertexs, the brush was usually a triangle, deleting the brush and put in a new one.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    looks like "leaf-poral saw into leafes".
    does your compile log show this minor error with that coordinates?

    its caused by too complex geometry and a stupid engine, fixed by making hull-geometry less complex or using clip-brushes wisely.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    yep ive had this prob too, usually after a vertex manipulation, but it can affect unaltered areas too. sometimes it will dissapear after a new compile or 10 but if not you may have to remove that section of map and redo it.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    also can be caused by having a brushj you cannot achive ie is discarded becasue it is not part of the clip hull athouhg this doesnt seem to be your problem
    - im sorry if that was unrelated im drunk:)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited April 2003
    <!--QuoteBegin--Ollj+Apr 4 2003, 05:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 4 2003, 05:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks like "leaf-poral saw into leafes".
    does your compile log show this minor error with that coordinates?

    its caused by too complex geometry and a stupid engine, fixed by making hull-geometry less complex or using clip-brushes wisely. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I did have a leaf portal saw into leaf warning, but the co-ordinates refer to pipe (a known cause this warning that doesn't show any symptoms itself) on the far opposie side of the map from this error. This whole area where the window is hasn't changed for months and didn't previously have this problem <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I'll leave it to complie again while i'm at work today and hope it fixes itself...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Check for brush errors in the exported .map . If any vertices are not snapped to at least the one unit grid before exporting, then when you export to map they are automatically snapped to the grid. This may give rise to illegal brushes etc. You probably know this, but it can still quite easily happen without you noticing. Clipping is a prime suspect for causing non-aligned to grid vertices.
    If you are saying the same area has been fine in previous compiles, without being altered, then it is pretty strange.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    If there was an error with the exported brush(es) I would expect to see this problem all the time, not just when I look at it from a particular hallway.

    I compiled again and made sure nothing else was running, but I still get this same error. I guess I'll just have to re-work or remove this perfectly good window.
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