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Ok, now THATs a gap


Springheel

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Ok, I've been having a few problems with gaps in my map (brushes disappearing and showing portalsky behind them). I've finally got them all sorted out, but a new issue cropped up that has me puzzled.

 

In the image below (click to see the animation), you can see that as I look towards the wall, there's a solid black void (not portalsky, interestingly). You can still see the wooden beams, which are func_statics, but nothing else. Take two steps forward, just past the first beams, and everything suddenly pops into existence as in the second image, though if you turn around, the area you just came from looks solid black.

 

The weird thing is that there is NO BRUSH at that boundary. No visportal or anything. What the heck? Any ideas about this one?

post-9-0-44206900-1391358996_thumb.gif

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I copied only the brushwork into a new map and the problem is still there, although it looks slightly different...when I walk through the black wall, all the interior of that part of the room is transparent (except a piece of trim along the ceiling, oddly). The rest of the map looks normal. The walls are solid, but invisible, and the floor (invisible too), makes no sound.

 

WTF??

 

In the first image (click to animate) I'm sidestepping one step to the right. The other is how it looks in DR from about the same position.

post-9-0-94390800-1391359840_thumb.gif

post-9-0-91282200-1391359852_thumb.jpg

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Had a similar problem once. It was caused by two visportals lying on the same plane. Moving one of them a bit out of said plane solved the issue.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

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Bizarrely, I sent the isolated area to Rebb and he said it looks normal for him.

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I tried deleting all the visportals from the map, and it had no effect.

 

Here's the link to the testmap (with visportals still there):

test.map.txt

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I was just going to say, is that a different map? Nothing matches the pics, and there's only one portal.

 

PS: But I did find 31 gold. ;-)

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Oh bloody hell. I sent the wrong map. <_<

 

That will teach me to use descriptive names.

 

Sorry. This is the right one. (same as the one rebb posted above)

temp.map.txt

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So rebb and grayman both looked at it and don't see the black wall/invisible room problem. So what the hell could cause ONLY me to see it this way?

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I likewise don't have the problem with the Rebb map, I also compared closely to your picture, and the nearby visportals are not aligned with it, which is what I was expecting, so...funky.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I do notice dmap puts a seam right there in that room, which lines up with the exterior wall of the hallway.

 

Also, the exterior visportal to the next large room beyond affects the visportal of that room where it meets the hallway. I wonder if you close off that exterior opening, if the problem resolves.

 

I had a similar situation with a much more convoluted visportal setup (three all meeting without doors/windows) that could result in similar to that pictured.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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is the FS patch running along the floor.

 

There shouldn't be any patches in the map; just worldspawn and visportals.

 

Here's what I see when I turn r_showtris on:

post-9-0-36313400-1391367226_thumb.jpg

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OK, got it to happen here. I sealed the building itself (closed off exterior holes in windows/doors), removed the box keeping the void out, and found three leaks. This resulted in dmap producing similar to what you show in your picture on my end. (Doh, too big to upload here.) So that explains one mystery.

 

On my version now, it is black to the right of the seam if you stand in center of room, then the center of the room is not rendered if you go past the seam.

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I just copied the map into a backup svn folder and ran it from there, and I did NOT see the problem. This would suggest it has something to do with a local change on my end, except that RJ was able to reproduce it. :wacko:

 

Let me try something....

 

edit: nope, that didn't work.

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I removed that spawnarg, it didn't matter. Here is my map file with building sealed, producing the issue for me as well.

 

https://drive.google.com/file/d/0B81T2ZXLPqhTZHZQY1MxNU1qeGM/edit?usp=sharing

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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And fixed it.

 

The culprit was the double set of visportals in the hallway behind. Remove the interior visportal and the problem isn't caused. (I noticed that section of wall between the double visportals wasn't being rendered, along with the rest of that geometry.)

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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(You may also just move that extra visportal up the hallway a bit, if you really want it to be there in front of the door one for some reason.)

 

PS: Removing/moving it also simplified that room's geometry.

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I'm getting a lot of missing faces in the map Ferret posted, including the large missing room part now.

 

I got the large room disappearance fixed, but my approach was different to Ferret's.

 

There are a few very-offgrid brushes that sit on the border of the problem.

Moving these back onto the grid ( even just the 0.125 one ) fixed the problem in the large room after a recompile.

 

Haven't checked out the other missing geometry parts yet.

 

However in Quake for example, off-grid geometry is also known to cause Vis problems due to floating point errors, it's something to generally look out for and try avoid as much as possible.

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