For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

I Fixed It!

Unreal Unreal and more Unreal
User avatar
Shivaxi
OldUnreal Member
Posts: 2232
Joined: Wed Mar 08, 2006 4:43 pm

I Fixed It!

Post by Shivaxi »

[img]http://img136.imageshack.us/img136/1452/ifixeditwj9.jpg[/img]

Lol....I just got so f*cking fed up with this one giant BSP that wouldn't go away....so this was my solution :P :P :P
Last edited by Shivaxi on Thu Jan 29, 2009 4:15 am, edited 1 time in total.
Image  Image
User avatar
PRIMEVAL
OldUnreal Member
Posts: 854
Joined: Mon Apr 24, 2006 10:45 pm

Re: I Fixed It!

Post by PRIMEVAL »

lol, very nice.
Image
Pravin

Re: I Fixed It!

Post by Pravin »

Cliff would be proud.
User avatar
Spike
OldUnreal Member
Posts: 434
Joined: Tue Dec 30, 2008 1:29 am

Re: I Fixed It!

Post by Spike »

lol'd
Image
The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
User avatar
HDD21
OldUnreal Member
Posts: 84
Joined: Wed Aug 27, 2008 1:25 am

Re: I Fixed It!

Post by HDD21 »

lol :P.

Mind you, that sweeps it under the carpet, so it will be back sometime! :P
User avatar
DaveAnd
OldUnreal Member
Posts: 38
Joined: Wed Aug 20, 2008 10:19 am

Re: I Fixed It!

Post by DaveAnd »

lol
User avatar
Krull0r
Global Moderator
Posts: 543
Joined: Sun Jul 01, 2007 4:07 pm

Re: I Fixed It!

Post by Krull0r »

Impressive!! Thats a good method to fix BSP holes :D hehe
Image
User avatar
Hellkeeper
Global Moderator
Posts: 3270
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

Re: I Fixed It!

Post by Hellkeeper »

Elegant.
You must construct additional pylons.
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: I Fixed It!

Post by GreatEmerald »

UT3 DemoGuy can't wait to get on your map :D
Actually, you should read some tutorials on BSP cuts (hourences has a marvellous one). It's usually quite easy to fix them. A short form of the tutorials would be "if the brush is additive, make it semi solid! And then if something is wrong, set that brush back to solid".
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: I Fixed It!

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Thank you for a simple solution. :D
User avatar
PRIMEVAL
OldUnreal Member
Posts: 854
Joined: Mon Apr 24, 2006 10:45 pm

Re: I Fixed It!

Post by PRIMEVAL »

With enough editing, you can make that into a decent building.
Image
User avatar
Krull0r
Global Moderator
Posts: 543
Joined: Sun Jul 01, 2007 4:07 pm

Re: I Fixed It!

Post by Krull0r »

An other way to kill BSP holes is to order the additive brushes new.

Select the next or the brush which creates the hole and make order to last.

Don't forget to rebuild after the change! =)

And the way to make additive brushes semi solid is good to!
Image
User avatar
スマイル・ドラゴン
OldUnreal Member
Posts: 1263
Joined: Sun Feb 10, 2008 9:07 pm

Re: I Fixed It!

Post by スマイル・ドラゴン »

I fixed a BSP hole in my converted DA-Village map by adding a big cube brush infront of the hole, then setting it's poly's to bFakeBackdrop.

I still have the brush I used to DO that, actually. It's filename is "bandaid.t3d".
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
User avatar
Shivaxi
OldUnreal Member
Posts: 2232
Joined: Wed Mar 08, 2006 4:43 pm

Re: I Fixed It!

Post by Shivaxi »

UT3 DemoGuy can't wait to get on your map :D
Actually, you should read some tutorials on BSP cuts (hourences has a marvellous one). It's usually quite easy to fix them. A short form of the tutorials would be "if the brush is additive, make it semi solid! And then if something is wrong, set that brush back to solid".
That wouldn't work for this case because the brush with the BSP is one huge terrain brush :P

But it's ok, i already fixed it....i actually just fixed it about an hour before posting this  ::)
Last edited by Shivaxi on Sat Jan 31, 2009 12:57 am, edited 1 time in total.
Image  Image
User avatar
Hellkeeper
Global Moderator
Posts: 3270
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

Re: I Fixed It!

Post by Hellkeeper »

Each time I open this topic, I laugh at this picture :DDDDDD
Last edited by Hellkeeper on Sat Jan 31, 2009 1:29 am, edited 1 time in total.
You must construct additional pylons.
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: I Fixed It!

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Me too. :D

But, I still don't understand why did that actually fix the BSP.
User avatar
Shivaxi
OldUnreal Member
Posts: 2232
Joined: Wed Mar 08, 2006 4:43 pm

Re: I Fixed It!

Post by Shivaxi »

It didn't.....it covered it up lol.....think of people trying to put makeup over zits.....it just fails and totally stands out in that "are u trying to look like a zombie?" kinda way :P :P
Image  Image
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: I Fixed It!

Post by GreatEmerald »

Hmm... Well, having huge brushes isn't too good, actually. Zones perform worse that way, as it renders the whole brush, or at least that's the case with Static Meshes. If not, the engine still renders whole surfaces, so overall it's still better to have different brushes.
By the way, another nice thing can be to change the Rebuild slider. "Balance tree" AFAIK splits the BSP cuts into different parts and send them flying around all over the map, so you see small ones instead of big ones, so it's hard to notice. "Minimise cuts" probably simply tries to make the cuts smaller, but leaves them in place.
User avatar
Shivaxi
OldUnreal Member
Posts: 2232
Joined: Wed Mar 08, 2006 4:43 pm

Re: I Fixed It!

Post by Shivaxi »

Hmm... Well, having huge brushes isn't too good, actually. Zones perform worse that way, as it renders the whole brush, or at least that's the case with Static Meshes. If not, the engine still renders whole surfaces, so overall it's still better to have different brushes.
By the way, another nice thing can be to change the Rebuild slider. "Balance tree" AFAIK splits the BSP cuts into different parts and send them flying around all over the map, so you see small ones instead of big ones, so it's hard to notice. "Minimise cuts" probably simply tries to make the cuts smaller, but leaves them in place.
Trust me i tried...i tried everything to get rid of it....but in the end i had to end up building geometry over it.

It doesn't look bad though....hold on, i'll take a screenie of what it looks like now 8-)

*Opens Unreal...opens wtf5...takes screenie*



[img]http://img300.imageshack.us/img300/379/fix2px5.jpg[/img]

:P


Image  Image
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: I Fixed It!

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Wow it's not at all bad. :P

IMHO what makes most BSP errors is movers with edited vertices.
User avatar
Shivaxi
OldUnreal Member
Posts: 2232
Joined: Wed Mar 08, 2006 4:43 pm

Re: I Fixed It!

Post by Shivaxi »

Wow it's not at all bad. :P

IMHO what makes most BSP errors is movers with edited vertices.
Ugh, tell me about it >:(

I went through hell doing this one mover in one of the nali houses (which im not going to give away cause its a surprise)

I had to add some invisible collision hulls so the player wouldnt explode :D
Image  Image
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: I Fixed It!

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I first found out that when I was working on one of my phail'd maps name DevilCanyon, when I made the player to fall on a rock in the start, which shakes a bit and goes kaboom (in the ground, I didn't put an ExplodingWall or something there because I found out it's fubar'd). I was walking around that 'room' (a 'part' of the Devil Canyon, actually it was half of the map then -_-) and noticed strange collision. I knew exactly, the same minute, what it was.

It also fubar'd a passage from the canyon (extruded 2D shape) to a Sphere, and from there, to a Cube. (Invisible collision.) I even remember making a short video of me standing far away from the edge of a fall-in-me type room and sending the video to (IIRC) KillerSkaarj. :D
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: I Fixed It!

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Also, once I Added a Sheet, a Semisolid Cube (invisible collision hull) and many Solid Cubes, then intersected it all, and, finally, made it into a mover (before that, I made the Sheet one mover, coll. hull another, and Solids the third mover, intersected it all again, because you can't intersect a non-mover Sheet), etc.

Later I found out that that Sheet is obsolete and that the whole process could've just be done by making everything Semisolid, removing the Sheet and unchecking the 'Invisible' box in the upper and the lower surfaces on the coll. hull. Doh! Tres stupid me. Oh well. -_-

(Stalker will maybe know what I'm talking about, it's that lift with fubar'd triggers and no real entry point in the 'Temple of...something', the map with 40 MB music and fubar'd WarpZones. Badbadbadbadbad BSP.)
User avatar
KillerSkaarj
OldUnreal Member
Posts: 935
Joined: Fri Jan 25, 2008 2:04 am

Re: I Fixed It!

Post by KillerSkaarj »

I even remember making a short video of me standing far away from the edge of a fall-in-me type room and sending the video to (IIRC) KillerSkaarj. :D
I don't remember that... then again, I don't even remember what I had for Breakfast yesterday, so maybe it's just me. :D

The second map of my still-dormant Into the Abyss map pack has a stubborn as all hell BSP hole that refuses to go away, period. Then again, maybe I should make some brushes semi-solid. All brushes except for the water are solid.

There's massive vertex editing all over the first map though and yet I've managed to avoid BSP holes. I should turn some brushes semisolid, or else the map might collapse into a black hole (AKA one supermassive BSP hole that causes the entire level to disappear. That sounds painful...)
Last edited by KillerSkaarj on Sun Feb 01, 2009 1:21 am, edited 1 time in total.
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: I Fixed It!

Post by GreatEmerald »

Yeap, turn whatever you see into semi solids. The BSP cut you see is probably not associated with the brush it's appearing on anyway. And zone a lot, preferably every room, and add a ZoneInfo with EAX support there!
Post Reply

Return to “Unreal General Forum”