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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
Hall of Mirriors?
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Hall of Mirriors?
Sometimes when i play Singleplayer Maps i find a Hall of Mirrors BSP Error, is there a simple and easy way to fix that?
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Hall of Mirriors?
The only way to fix them is to rebuild the level (and save it with a different name, and then either change the teleporters of all the other maps to point to your new one and save them with new names, or create a mutator that does it automatically, or use servertravel commands). Rebuilding them to work well takes some trial and error, however.
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William(Rainman)
- OldUnreal Member
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- Joined: Mon Jul 25, 2011 3:20 am
Re: Hall of Mirriors?
Thank youThe only way to fix them is to rebuild the level (and save it with a different name, and then either change the teleporters of all the other maps to point to your new one and save them with new names, or create a mutator that does it automatically, or use servertravel commands). Rebuilding them to work well takes some trial and error, however.
- Sly.
- OldUnreal Member
- Posts: 437
- Joined: Tue Feb 14, 2012 7:01 pm
Re: Hall of Mirriors?
Check the BSP-Cuts, it might help you to find out what is causing the error and how to adjust the zone- and cut-sliders in the rebuild-options.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Hall of Mirriors?
Hardly. The BSP Cuts view doesn't really do anything. The Zone/Portal view, on the other hand, is handy to view, as it shows zone leaks very well. But either way it takes some trial and error. And after that, it's a good idea to note the settings that you used for rebuilding in an inaccessible TranslatorEvent or such so that you wouldn't have to go over it again.Check the BSP-Cuts, it might help you to find out what is causing the error and how to adjust the zone- and cut-sliders in the rebuild-options.
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: Hall of Mirriors?
Skycity has a Bunch of HOM Errors its Ridiculous, everytime i fix 1 error 5 more errors appear.
- )Leela(-[otS]-
- OldUnreal Member
- Posts: 205
- Joined: Tue May 31, 2011 7:30 pm
Re: Hall of Mirriors?
Hi 
There is no simple way to fix the HOMs in SkyCity.
It works quite well and it's more a surprise, that there're not even bigger ones visible.
The map has some bad geometric errors. You would first have to fix those one by one and even then it's still alot of work to get rid of the errors.
The question is, if it's worth the time and all the work. The HOMs are not extreme or affect gameplay.
There is no simple way to fix the HOMs in SkyCity.
It works quite well and it's more a surprise, that there're not even bigger ones visible.
The map has some bad geometric errors. You would first have to fix those one by one and even then it's still alot of work to get rid of the errors.
The question is, if it's worth the time and all the work. The HOMs are not extreme or affect gameplay.
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: Hall of Mirriors?
True.Hi
There is no simple way to fix the HOMs in SkyCity.
It works quite well and it's more a surprise, that there're not even bigger ones visible.
The map has some bad geometric errors. You would first have to fix those one by one and even then it's still alot of work to get rid of the errors.
The question is, if it's worth the time and all the work. The HOMs are not extreme or affect gameplay.
- Sly.
- OldUnreal Member
- Posts: 437
- Joined: Tue Feb 14, 2012 7:01 pm
Re: Hall of Mirriors?
Yeah, I didn't say "use the BSP-Cut view", I don't see anything useful in it either. I always use the Zone-View, so I assumed others do too.Hardly. The BSP Cuts view doesn't really do anything. The Zone/Portal view, on the other hand, is handy to view, as it shows zone leaks very well. But either way it takes some trial and error. And after that, it's a good idea to note the settings that you used for rebuilding in an inaccessible TranslatorEvent or such so that you wouldn't have to go over it again.Check the BSP-Cuts, it might help you to find out what is causing the error and how to adjust the zone- and cut-sliders in the rebuild-options.
- Buster
- Global Moderator
- Posts: 1611
- Joined: Wed Jun 08, 2005 3:02 am
Re: Hall of Mirriors?
When I'm fixing up a map with numerous and huge BSP errors in it I used the BSP view lots. It was the only way to see if the cuts had too many sharp angles etc. One of the many things that cause errors.
A neat trick to lessen the number of cuts, which decreases the chance of an error, is to lift solid brushes added to a map 1 unit from touching any surface. For example, lifting all of the 30+ street lights off the ground 1 unit. The players won't notice, but you have eliminated all those cuts.
The best way to deal with BSP errors is to prevent them as much as possible. That's where the BSP view comes into play. Seeing how the cuts are made while you are making the map, so as to prevent the errors as you go along.
A neat trick to lessen the number of cuts, which decreases the chance of an error, is to lift solid brushes added to a map 1 unit from touching any surface. For example, lifting all of the 30+ street lights off the ground 1 unit. The players won't notice, but you have eliminated all those cuts.
The best way to deal with BSP errors is to prevent them as much as possible. That's where the BSP view comes into play. Seeing how the cuts are made while you are making the map, so as to prevent the errors as you go along.
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- Smirftsch
- Administrator
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Re: Hall of Mirriors?
Also, "Rebuild All" does NOT produce the same results as "Rebuild Geometry only" and "Rebuild Lighting only" - if you are using UED2 or 2.1 the amount of
BSP holes can be lowered drastically if doing manually the 2 build steps again after a rebuild all.
The problem seems to originate in the missing "Rebuild BSP" - while in UED1 all these steps can be done standalone by selecting and deselecting this option is just missing in UED2 and is just processed in the wrong order internally.
For UED2.1 in 227i I fixed that and re-added from UED1 the option for "Rebuild BSP only" but it's easy to do manually in old 2.0 or 2.1 as well if you are aware about it.
BSP holes can be lowered drastically if doing manually the 2 build steps again after a rebuild all.
The problem seems to originate in the missing "Rebuild BSP" - while in UED1 all these steps can be done standalone by selecting and deselecting this option is just missing in UED2 and is just processed in the wrong order internally.
For UED2.1 in 227i I fixed that and re-added from UED1 the option for "Rebuild BSP only" but it's easy to do manually in old 2.0 or 2.1 as well if you are aware about it.
Last edited by Smirftsch on Sat Jul 14, 2012 7:05 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Hall of Mirriors?
You get the same effect with semi-solid brushes, and an added bonus of keeping everything on the grid.A neat trick to lessen the number of cuts, which decreases the chance of an error, is to lift solid brushes added to a map 1 unit from touching any surface. For example, lifting all of the 30+ street lights off the ground 1 unit. The players won't notice, but you have eliminated all those cuts.
But yea, read this.



