prop visibility problem

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Do you have fade distances set? These look like fade distances kicking in only you made them fade waaaaay too soon.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Looks like to me as if your visleafs are tricking you or areaportal with them. Do you have any hint/skip going through areaportal at that area where you move forth and back? If so, remove them and try compiling again. Infact, compile without hint/skip brushes once and see what happens.
 
P

Prosciutto

Looks like to me as if your visleafs are tricking you or areaportal with them. Do you have any hint/skip going through areaportal at that area where you move forth and back? If so, remove them and try compiling again. Infact, compile without hint/skip brushes once and see what happens.
i compiled without skip/hint burshes and the same thing happened, all the props just disapear
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
If that's a decompiled version of pass_timbertown, I'm pretty sure it's caused because of misplaced areaportals; it's a common issue when decompiling the map. I may be wrong accusing areaportals but I'd still like to point out their issue on decompiled maps.

As for the removal of skip/hint brushes, you should go to the VisGroups>Auto, hide everything by un-checking "Auto" and only check either "Hint" or "Skip"; either choice will automatically check both. Lastly, use the mouse in a 2D-view window, mark everything and press Enter to select all these brushes and remove them. Don't use the "Select All" option from "Edit" as it will select everything in your map, even the hidden objects.

This method ensures the removal of any Skip/Hint textures in the map so you don't miss any. You should also save the Hint-less version of the map with a different filename for tesing purposes.
 
P

Prosciutto

If that's a decompiled version of pass_timbertown, I'm pretty sure it's caused because of misplaced areaportals; it's a common issue when decompiling the map. I may be wrong accusing areaportals but I'd still like to point out their issue on decompiled maps
i removed all the area portals in V2 of timber terror since they were bugging so it can't be misplaced area portals
 
Mar 23, 2013
1,013
347
Thanks. Well looks like compile machine broke big time.

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6544.0 8840.0 540.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 11502:

This might be a leak caused by your usual leak or area portal leak. Is the point file bringing up anything?

But there is also this error:

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

There might be some brush that gives the compiler a hard time. If the pointfile shows no leak then it's most definitely some corrupt brush. Try compiling parts of your map with :cordonenable::cordonedit: and see in which areas those errors still occur. Also compile with full vvis just to be sure.
By compiling parts you might be able to hunt down the offending brush.
 
P

Prosciutto

There might be some brush that gives the compiler a hard time. If the pointfile shows no leak then it's most definitely some corrupt brush. Try compiling parts of your map with :cordonenable::cordonedit: and see in which areas those errors still occur. Also compile with full vvis just to be sure.
By compiling parts you might be able to hunt down the offending brush.
i compiled with :cordonenable::cordonedit: and there was a big red box with blue cubes at the 0 0 0 coords
EDIT: the 0 0 0 coords are somewhere outside the actual map and in the void
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
that is the cordon bounds, currently set to a really small area, use the:cordonedit: tool to edit the bounds of the cordon like you would a normal brush. if you have:cordonenable: selected only the things within the bounds will show in hammer, or be compiled.