Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra: Ostfront 41-45 Forums > Red Orchestra Modifications > General Modding Discussion > SDK Support

Reply
 
Thread Tools Display Modes
  #1  
Old 07-10-2007, 08:43 AM
FaTaLeKe FaTaLeKe is offline
Senior Member
 
Join Date: Jul 2006
Posts: 111
Default Disapearing textures

BSP hole?



If it is, how the hell can I create a normal building
I use grid 16 and everything is on grid
Is it because of the diagonal beams?
Just, how to fix it.
It makes me insane
Reply With Quote
  #2  
Old 07-10-2007, 08:52 AM
Murphy's Avatar
Murphy Murphy is offline
Senior Member
 
Join Date: Nov 2005
Posts: 6,990
Default

Do you speak German?
I wrote an anti-BSP-hole tutorial for our site at www.unrealed.eu. It contains all possible reasons for BSP-Holes known to me plus ways to fix them and tips for finding the faulty brushes that caused them. It also contains a small number of over simplified bullsh!t diagnoses that are often given to newbies when the answering pros are too lazy to respond correctly or they believe it themselves.
Without wanting to brag I can say that its an interesting read for anyone who has ever struggled with BSP-Holes.

You can read it here (if you can read German):
http://www.unrealed.eu/tut/tutorial/.../bsp_holes.htm

EDIT: I can't tell what's wrong with the building so far. Maybe the pillars are overlapping with your groundsupport? Brushes of the same kind (e.g. two adds, or two subtracts) shouldn't overlap with eath-other.
Do you have sheets as a floor? If yes, don't let the sheet overlapp with anything either. Sheets MAY stick into other Brushes. That shouldn't cause problems. But they shouldn't overlap with another plane or another side. If those aren't sheets, don't let the go through your groundsupport metal thingies.
__________________

Last edited by Murphy; 07-10-2007 at 08:59 AM.
Reply With Quote
  #3  
Old 07-10-2007, 09:24 AM
FaTaLeKe FaTaLeKe is offline
Senior Member
 
Join Date: Jul 2006
Posts: 111
Default

First I had overlapping
I rebuilded it fully and NO overlapping whatsoever
Shall try to read the german guid, not good at german but I try
Reply With Quote
  #4  
Old 07-10-2007, 09:35 AM
FaTaLeKe FaTaLeKe is offline
Senior Member
 
Join Date: Jul 2006
Posts: 111
Default

My german is worse then I thought
I dont understand jack of it
I went to the unrealwiki and found this

Code:

Code:
Make It Permanent

 When brushes are rotated, stretched or vertex edited, it is important the changes are made set to transform permanently.  Anything not made permanent is prone to introduce math errors, which is inherited to the BSP Tree when built.
I selected all and made it permanen with the transform menu.
Could that have been the problem?
Reply With Quote
  #5  
Old 07-10-2007, 12:18 PM
Murphy's Avatar
Murphy Murphy is offline
Senior Member
 
Join Date: Nov 2005
Posts: 6,990
Default

No. Never heard of it. They probably meant, that you should never mirror Brushes by simply draw-scaling them by a negative value and that you shouldn't drawscale them. For things like that, use the rightclick -> transform -> etc. function.

If you scale a brush by a negative number to mirror it, instead of doing it with that transform function, it won't really be mirrored. Its hard to explain what happens. Imagine the brush is a glove at your hand. If you mirror it, it is simply a mirrored glove. However if you try to mirror it by scaling it by a negative value, the glove won't be mirrored, but it will be like you stripped it off your hand while your finger tips are glued to the inside. So it might appear "mirrored" but in fact its not. Its hard to imagine such a brush then, and if YOU can't imagine it, old Mr. UnrealEd can't either.

You don't have to do anything with vertex edited, splitted, moved or dublicated brushes as far as I know. You have to rebuild so you can see your changes, because Brushes aren't built in real time, but other than that you shouldn't have to do anything special with them.
__________________
Reply With Quote
  #6  
Old 11-18-2007, 01:31 AM
Doksta Doksta is offline
Member
 
Join Date: Nov 2007
Location: Qld
Posts: 41
Default

hope this will help

Tutorial: BSP Holes and other Geometriefehlern in the map (UED3)


Back to the selection

Provided/translates of: Murphy




1. BSP Holes and other Geometriefehlern in the map

1. 1. Leftover

BSP are not built in the UnrealEd 3,0 in real time. One gives to the editor quasi only the information and he provides then a rough preview. If one which new added, sees one it for example directly.
However the Lightmap is missing or incorrect on it and if one deletes a Brush, he remains nevertheless there in the 3d-Fenster (in the play by the way also!).
Before the level can be made usable, one must it " builden" leave. In addition simply above on Build - > Build universe click. Thus the editor makes his work and changes, which their him entered into a genuine map over.
So similarly as with a cake paste. One schmeißt all into a form, has however nothing of it except that one sees like the cake times looks later " könnte". Erstmal must bake the furnace the affair.

If thus errors in geometry are to be found, it can be that those are actually leftovers of old Spielereien of you, which are with the next Rebuild only really away.
Z.B. you deleted a Brush in the Top opinion, stand in the 2d-Ansicht he however still. After a Rebuild is it there also away.

1. 2. I die if I my level to rehearse-play want

It can even be that you die immediately if you the level start. The editor assumes that where you spawnst still subject is, and if you in subject rauskommst, bursts you. Cruelly however truely.
Therefore before each test run the map always rebuilden (some people call it also " rendern". It is strictly taken wrong because rendern actually in the 3d-Programm-Jargon which other one is however it has itself in such a way nationalized that one can use it than synonym for Rebuilden).

1. 3. BSP Holes

In addition, it can be that you have a BSP getting so called in your map. BSP getting is a feared nose in the UnrealEd.
By it can be that complete Brushes disappears or from certain points of view not to be seen is. Sometimes, but more rarely, it even occurs that ICHs develop. ICHs are not walls where walls to be should.
Such BSP Holes results itself from careless briefcases, over it is nearly all united. About more exact reasons much Humbug is told, partly because one does not know it better, partly because one a Newbie to for a long time which to tell does not want and therefore dovetails edited versions and miracle cure those to perhaps help, but only for other reasons, which is more attached to know.
A problem with the research of BSP Holes (or with it seeks out the cause if one discovers one in its level) is that they arise not immediately with the error. It can be that the first two set Brushes release an error, which is responsible for BSP getting BSP getting however only after two three areas arise.
A little like a genetic defect, whose illness must break out only.



2. Here a few reasons for BSP Holes

2. 1. Nonplanare surfaces

A principal reason for BSP Holes are Nonplanare surfaces.
One imagines a triangle. A triangle is perfect. It cannot be measure-interpreted. If one specifies three points in the area, they result in a triangle. Only one. A triangle is ALWAYS planar.
One imagines now a square. E.G. a perfect square. Now one lifts a corner point from the surface level upward.
So. The square results in now no more clear surface. If one draws a diagonal in, two other triangle surfaces result, as if one draws the other diagonal in.
The surface is nonplanar.
The editor does not know, what he is to employ thereby and generate errors: BSP Holes.

Ergo all surfaces keep planar always!

2. 2. Overlaps of Brushes resemble type

A further misfortune that can bring the editor in disorder, are interlocked Brushes. E.G. a Subtract in a Subtract, or an ADD in an ADD. Where already subject is, nothing more can be added. Where none is, one can also rausschneiden no.
Who wanted to be enough already times for a naked man into the bags, knows answer.
It is particularly bad, if the Brushes is only partly into one another interlocked. If one has e.g. a free area within a Subtracts, therein a cube and from the cube a pipe raussubtracten wants, over the cube raussteht.
The editor gives to answer (a message after the Rebuild or by the error analysis) if two Brushes exactly in the same position sits (e.g. because one clicked doubly on ADDs), overlaps accepts he however as given and verhaspelt themselves then thereby.

Ergo: Briefcases and " not carelessly cleanly; hinklotzen".

2. 3. Inverted Brushes

Amusingly, gives it sounds itself however. If one a Brush by means of Drawscale around a negative value increases/lining in
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:16 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC