solids turning black
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Re: solids turning black
Posted by Foxpup on Fri Jan 7th at 2:51am 2005


If they're seperate brushes, then they're seperate edges. An edge can't be shared by more than one brush. And if that's all one brush (which I can see it isn't), then it's the most invalid brush ever created. [addsig]



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Re: solids turning black
Posted by SaintGreg on Fri Jan 7th at 4:06am 2005


Then why do people speak of "edge multiplicity" as the number of polygons that have the same common edge. That one in the picture would be an edge with multiplicity of 6.




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Re: solids turning black
Posted by fraggard on Fri Jan 7th at 7:08am 2005


Foxpup, if the DXF format requires that every edge belong to only one solid, i suppose you're right.

It doesn't make sense though.




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Re: solids turning black
Posted by motionblurrr on Sat Jan 8th at 1:10am 2005


I can't tell if youre having problems with the black textures or with just taking a screenshot, but.... I resolved my issues with materials turning dark by not using textures that say "models/xxxxxxxx". Those materials seem to have a property that makes them turn black when applied to a brush.





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Re: solids turning black
Posted by Foxpup on Sat Jan 8th at 1:19am 2005


WTF?!? [addsig]



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Re: solids turning black
Posted by **Dedi** on Sat Jan 8th at 12:05pm 2005


Wow, man, I seriously need to learn some English, because I didn't understand 50% of what you guys are talking about. And Foxpup did have a point about the software mode. I want it to be a map suitable for Software mode. I have 3 computers at home, only one of them can use 3D mode. And I want to be able to play with other 2 players, so I really need to fix this problem somehow.

But I have to know, how do those big maps like boot_camp and bounce work without turning the sky black and the solids invisible?





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Re: solids turning black
Posted by fraggard on Sat Jan 8th at 12:19pm 2005


Check the number of polygons currently being rendered using the console command
/r_speeds 1

Make your map such that the w_poly never crosses 800. That's all software mode can draw. Also make sure there are no long sight lines. No far away objects visible across wide open areas, etc.

That should solve those two problems. And those are generally good practices for any HL map, irrespective of the target machine.








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Re: solids turning black
Posted by fishy on Sat Jan 8th at 1:35pm 2005


using the clipping tool, and making a cut along the edge or point of a brush instead of through it's main mass, can cause the "Edge with both face id's already filled, skipping.." warning to appear when you later highlight the brush in question with the vertex tool.

if you dont know what brush is causing this, then go into vertex mode and start clicking on brushes. the warning will show when you get to the bad brush.

[addsig]



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Re: solids turning black
Posted by **Dedi** on Sun Jan 9th at 1:36am 2005


Allright, thanks fishy. I'll try that.



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Re: solids turning black
Posted by **Dedi** on Sun Jan 9th at 5:41am 2005


Thanks a lot, fishy, that was the problem with the dxf thing. I just deleted the solid and it's good now. Thanks!!

Now all the problems I've got is the black sky and solids, but I'll do what fraggard told me and we will all live happily ever after!






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