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Flickering BSP brushes

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
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luke11685
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Flickering BSP brushes

Post by luke11685 »

Why these bsp brushes are flickering? How to fix them?
http://www.mediafire.com/file/sgv8v2t14qczpe3/TempleOfTime.unr/file
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luke11685
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Re: Flickering BSP brushes

Post by luke11685 »

Well I guess admins can move this thread, right?
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Hellkeeper
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Re: Flickering BSP brushes

Post by Hellkeeper »

[movedhere] Anything else ? Hellkeeper.
You must construct additional pylons.
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Hellkeeper
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Re: Flickering BSP brushes

Post by Hellkeeper »

Your polygons are flickering because your entire map is one single gigantic brush with no inside and no outside. I'm actually surprised UnrealEd manages to display anything and imported that without crashing.

How to fix that: easy, rebuild the entire thing. I guess it's a full N64 level from Ocarina Of Time imported and subtracted. It doesn't work at all (it's not even the right scale, the sword itself is higher than a player). You can keep your... Thing, right now, as a plan, then make normal brushes to match and delete the original after you've completed the clean version. I had done such a thing with parts of levels imported from UT2004 to Unreal or the other way around, though in your case, you have to rebuild everything, not just a part of it.
You must construct additional pylons.
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Teromen
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Re: Flickering BSP brushes

Post by Teromen »

Can you import it again as separate brush's?

That or split it up in a 3d modeling program.
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luke11685
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Re: Flickering BSP brushes

Post by luke11685 »

Can you import it again as separate brush's?

That or split it up in a 3d modeling program.
In Blender?
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Hellkeeper
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Re: Flickering BSP brushes

Post by Hellkeeper »

Blender would be fine, but you cannot simply import your current geometry as is. The problem is that you are importing all the polygons of your map in Unrealed, but there is no distinction between additive and subtractive polygons here. The general structure of your room is probably meant to be subtractive, but the sword, for instance, should be additive. Since all your geometry is a single batch of polygons, you would need to make separate objects out of some triangles and import them separately as either additive or subtractive brushes.
You must construct additional pylons.
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Teromen
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Re: Flickering BSP brushes

Post by Teromen »

You may have an option to separate the brushes on conversion. You'll have to play with the conversion tools to figure them out. I recommend you look up questions about the conversion program on google. Look up google searches for converting n64 maps to pc.

I've never tried converting a n64 map so I don't know how the tools work or what options they have. But I figure they are designed to work right. So you gotta figure out how to make them work right.

After some research ask any questions you have here and we will try to help.
Last edited by Teromen on Sat Nov 07, 2020 7:23 am, edited 1 time in total.
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