Holes on the semi-solid brush and distorted collisions yes.I know this is a bit off-topic, but just one thing to know: are BSP holes actually possible within a semi-solid brush?
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Importing maps from other games
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- OldUnreal Member
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Re: Importing maps from other games
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games
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
You're wrong. Semi-solids can have homs. And they are likely to create some too 
You must construct additional pylons.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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Pravin
Re: Importing maps from other games
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..)
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games
Darn. That's exactly what did I do. But I didn't get a single error.Simply put, do not overlap two semisolids, ever.
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- Hellkeeper
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Re: Importing maps from other games
Actually, don't overlap anything with a semi-solid.
You must construct additional pylons.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games
It is ok if I make a semi-solid, for example, crate and put it ONTO the solid ground?
Look at the big boulders in NyLeve, they are going halfway into the ground.Actually, don't overlap anything with a semi-solid.
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- Hellkeeper
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Re: Importing maps from other games
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.
- Chaos13
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Re: Importing maps from other games
I used semisolids to create wires at some my map, no BSP errors. Using solid causes huge room cutoff.Actually, don't overlap anything with a semi-solid.
Skydev = Chaos13 = Dimension4
- KillerSkaarj
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Re: Importing maps from other games
So what makes semisolids, er, semisolid? What DOES semisolid mean anyway?
- []KAOS[]Casey
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Re: Importing maps from other games
think Jello.. :p
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Importing maps from other games
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.
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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