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Importing maps from other games

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.:..:
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Re: Importing maps from other games

Post by .:..: »

I know this is a bit off-topic, but just one thing to know: are BSP holes actually possible within a semi-solid brush?
Holes on the semi-solid brush and distorted collisions yes.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

What about HOMs? Am I correct that there can't be a HOM on a semi-solid?
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Hellkeeper
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Re: Importing maps from other games

Post by Hellkeeper »

You're wrong. Semi-solids can have homs. And they are likely to create some too ;)
You must construct additional pylons.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Ahh, nothing is completely HOM-safe... :(
Pravin

Re: Importing maps from other games

Post by Pravin »

The HOM effect is not due to BSP issues, it's a rendering thing. Simply put, do not overlap two semisolids, ever. This will produce collision errors. I read one of Sweeney's original documentations about the different solidities once, you might want to look it up if you're interested in knowing what to use where (solid vs nonsolid vs semi, different CSGs, ordering..)
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Simply put, do not overlap two semisolids, ever.
Darn. That's exactly what did I do. But I didn't get a single error.
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Hellkeeper
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Re: Importing maps from other games

Post by Hellkeeper »

Actually, don't overlap anything with a semi-solid.
You must construct additional pylons.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

It is ok if I make a semi-solid, for example, crate and put it ONTO the solid ground?
Actually, don't overlap anything with a semi-solid.
Look at the big boulders in NyLeve, they are going halfway into the ground.
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Re: Importing maps from other games

Post by Hellkeeper »

Yeah, it doesn't ALWAYS f*cks everything up, but quite often. And no matter what's the type of brush you're using, not overlapping things is a lot cleaner for your brushwork and for the engine (except brush-sinking, which is a valid technic).
You must construct additional pylons.
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Chaos13
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Re: Importing maps from other games

Post by Chaos13 »

Actually, don't overlap anything with a semi-solid.
I used semisolids to create wires at some my map, no BSP errors. Using solid causes huge room cutoff.
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KillerSkaarj
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Re: Importing maps from other games

Post by KillerSkaarj »

So what makes semisolids, er, semisolid? What DOES semisolid mean anyway?
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[]KAOS[]Casey
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Re: Importing maps from other games

Post by []KAOS[]Casey »

think Jello.. :p

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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

AFAIK it'd be something like this:

Solid = piece of map's architecture (like, if you add some terrain on flat ground or some metal bars that are never opened/moved) :: Always (de)intersect solids!
Semi-solid = imagine this as a static mesh; something additional, like a crate or a rock)
Nonsolid = simply put, a sheet; if you, however, use a nonsolid cube (like I did in my last DarkMatch map), the result you get is [almost] the same as the result you would get by adding a number of adjacent sheets: acts same as semi-solid, but you can go through it.

Anybody correct me if I'm wrong.
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