Pixels where brushes connect

Discussion in 'Mapping Questions & Discussion' started by Koei, Mar 2, 2008.

  1. Koei

    Koei L4: Comfortable Member

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    [​IMG]

    You can see white pixels where parts of the floor connect. Floor is 16px thick and topside is only thing textured (rest nodraw). Is this normal? Is there something I can do about it?
     
  2. WarMecha

    WarMecha L2: Junior Member

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    In my experience there isnt a lot you can do about this, it just isnt being compiled exactly right. As a note though, you dont need to apply nodraw to any faces which are on the outside of the map, they are automatically stripped off anyway. The only time you need no draw on brushes in this way is for a face that is not on the outside of the map but can never be seen. Apply the same texture as the top to the sides and see if that changes anything is my suggestion.
     
  3. Ace

    Ace L3: Member

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    You don't have any overlapping brushes do you?

    I had an problem like that when 2 brushes were overlapping.
     
  4. Koei

    Koei L4: Comfortable Member

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    No, they are not overlapping.
     
  5. Fyfey

    Fyfey L2: Junior Member

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    I started getting this problem after my graphics card seriously overheated. Maybe it's your graphics card... have you tried it on another machine?
     
  6. Koei

    Koei L4: Comfortable Member

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    Nothing to do with heat. My GPU is not OC'd and ran ATI tool for 40 minutes without problems (8800GTX). I'm pretty sure it's the skybox (I boxed my level for quick testing atm), or whatever is behind the wall, leaking through the bottom, even while brushes connect.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I agree that it is probably the skybox.

    I know it sounds like a stupid suggestion since it doesn't look like you've inserted any models but.. try zooming in 100% in your 2d views and seeing if the brushes actually do touch. I get this sometimes when i make a brush after inserting a model or entity. The brush boundaries will initially takes the size of the previous object selected (and since a models/entities binding box doesn't normally match the grid in hammer.. it causes some inconvinient things to happen like this.

    Otherwise grab a single vertice with your vertex manipulation tool in 3d view, give them a jiggle over a few grid points on the 2d views and then replace them where they are supposed to be, this normally works for me.
     
  8. WarMecha

    WarMecha L2: Junior Member

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    You might also want to try recreating the brushes in question, just see if that changes anything.
     
  9. Koei

    Koei L4: Comfortable Member

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    They match 100% perfectly (basic layout snaps to 16grid). Guess it's something I have to live with. If the problem persists on the final version I might create black brushes behind the problem area's.
     
  10. phatal

    phatal L6: Sharp Member

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    I had this problem even with brushes aligned perfectly. Out of trial and error I figured out that if 2 brushes meet and both have nodraw on the inside where they touch that at certain angles I could see what you refer to. So I tried texturing the touching parts of the 2 brushes and it eliminated the problem. I first noticed this with steps and it only did this when at "eye level", so it appears that at perfect angles even perfectly snapped brushes aren't perfect and you can see through them with no texture behind them. :D