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I Fixed It!

Posted: Thu Jan 29, 2009 4:11 am
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

Re: I Fixed It!

Posted: Thu Jan 29, 2009 4:18 am
by PRIMEVAL
lol, very nice.

Re: I Fixed It!

Posted: Thu Jan 29, 2009 4:22 am
by Pravin
Cliff would be proud.

Re: I Fixed It!

Posted: Thu Jan 29, 2009 4:46 am
by Spike
lol'd

Re: I Fixed It!

Posted: Thu Jan 29, 2009 9:01 am
by HDD21
lol :P.

Mind you, that sweeps it under the carpet, so it will be back sometime! :P

Re: I Fixed It!

Posted: Thu Jan 29, 2009 12:27 pm
by DaveAnd
lol

Re: I Fixed It!

Posted: Thu Jan 29, 2009 12:30 pm
by Krull0r
Impressive!! Thats a good method to fix BSP holes :D hehe

Re: I Fixed It!

Posted: Thu Jan 29, 2009 1:28 pm
by Hellkeeper
Elegant.

Re: I Fixed It!

Posted: Thu Jan 29, 2009 2:31 pm
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".

Re: I Fixed It!

Posted: Thu Jan 29, 2009 5:28 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Thank you for a simple solution. :D

Re: I Fixed It!

Posted: Thu Jan 29, 2009 9:02 pm
by PRIMEVAL
With enough editing, you can make that into a decent building.

Re: I Fixed It!

Posted: Fri Jan 30, 2009 8:20 am
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!

Re: I Fixed It!

Posted: Fri Jan 30, 2009 9:51 am
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".

Re: I Fixed It!

Posted: Sat Jan 31, 2009 12:56 am
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  ::)

Re: I Fixed It!

Posted: Sat Jan 31, 2009 1:28 am
by Hellkeeper
Each time I open this topic, I laugh at this picture :DDDDDD

Re: I Fixed It!

Posted: Sat Jan 31, 2009 1:48 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Me too. :D

But, I still don't understand why did that actually fix the BSP.

Re: I Fixed It!

Posted: Sat Jan 31, 2009 3:12 am
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

Re: I Fixed It!

Posted: Sat Jan 31, 2009 1:14 pm
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.

Re: I Fixed It!

Posted: Sat Jan 31, 2009 2:16 pm
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



Re: I Fixed It!

Posted: Sat Jan 31, 2009 4:26 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Wow it's not at all bad. :P

IMHO what makes most BSP errors is movers with edited vertices.

Re: I Fixed It!

Posted: Sat Jan 31, 2009 10:21 pm
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

Re: I Fixed It!

Posted: Sun Feb 01, 2009 12:57 am
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

Re: I Fixed It!

Posted: Sun Feb 01, 2009 1:08 am
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.)

Re: I Fixed It!

Posted: Sun Feb 01, 2009 1:20 am
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...)

Re: I Fixed It!

Posted: Sun Feb 01, 2009 10:53 am
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!