My world brush gets a hole ingame

Discussion in 'Mapping Questions & Discussion' started by OlafK, Dec 23, 2009.

  1. OlafK

    OlafK L2: Junior Member

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    In hammer everything is okay. Yesterday everything was okay in-game too. Bridge consists of three rectangular brushes, two of them (the ones on the sides) have holes placed diagonally through them. Recreated the brushes, problem still exists. Sorry for crappy screens, Ultra High FPS config.
     
  2. Nutomic

    Nutomic L11: Posh Member

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    Can you show pictures in hammer? Is there anything crossing at that point, maybe a hint-brush or so?

    And is the log clear?
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    have you func_detail'ed those railings? If not, those railings will be splitting the surface face of the wood floor into many many polygons. Func_detail or func_brush those railings.

    Additionally, the railings touching the edge of the face are splitting the face with many t-junctions, regardless of whether the railings are func_detail or not. Moving the railing supports from connecting to the very edge will remove the t-junction issue and improve performance.

    I'm not sure as to the actual cause of the problem, but doing these things will help in the long run, and possibly inadvertantly solve this issue.
     
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  4. OlafK

    OlafK L2: Junior Member

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    Yes, I guess it was the T-junctions, as railings were func_detail'd. Many thanks. :)
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    just FYI.

    func_details are "fake" entities (to a lack of better words). using a func_lod, func_brush or any other appropriate brush entity prevents t-junctions occuring. Valve use func_lod on their stair frames to reduce large numbers of t-junctions forming from their steps.

    But also be aware that brush entities (except func_detail) count towards your dynamic entity limit.
     
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