Re: solids turning black
Posted by **Dedi** on
Wed Jan 5th 2005 at 3:41am
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Hi everyone, I am currently making my first map ever, Boot Camp 2, and I am making it so I would be able to post it here. But I had a few problems with it. One of the problems I realised recently is that when I look from a certain direction, most of the solids in the distance turn black. Could anyone possibly tell me how to fix the problem(if it is possible) without putting solids between to cover the view? I hope you understood most of the things I said. Please help and thanks in advance!
Re: solids turning black
Posted by fraggard on
Wed Jan 5th 2005 at 8:26am
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Assuming this is a Half Life question (and not HL2): Can you post a
screenshot of what you see? (Make it a jpeg and optimize it to fall
below 100K. </orph>)
Re: solids turning black
Posted by RaPtoR on
Wed Jan 5th 2005 at 9:35am
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You might have placed the solids too far away, try moving them closer
or change the "Max Viewable Distance" to a higher value in "Map->Map
Properties".
Re: solids turning black
Posted by **Dedi** on
Thu Jan 6th 2005 at 2:27am
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Sorry Fraggard, I'm havinig this problem with "map not found on server" and I haven't fixed it yet so I won't be able to post a screenshot just yet. :sad:
Re: solids turning black
Posted by Orpheus on
Thu Jan 6th 2005 at 2:33am
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if a map compiled erroneously, there are only two possibilities i know of for the server not to locate it.
1) you forgot to put in a player/multi-player start.
2) you do not have the path set to the maps folder.
fix one or the other.
Re: solids turning black
Posted by **Dedi** on
Thu Jan 6th 2005 at 2:57am
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I just fixed the problem(the prolem "map not found on server"), and I will post the screenshot in a couple of minutes, also from some views, the sky goes black, just to let you know.
Re: solids turning black
Posted by **Dedi** on
Thu Jan 6th 2005 at 3:08am
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Oh, the problem was, as you've told me in another topic, the CLIP texture. I put it over the duct solid. And after that, it didn't work. When I deleted the texture, it worked. Also, something I don't know if I should post here or start another topic. When I press extract to dxf, there's some problem "Edge with both face id's already filled, skipping..." That problem comes and i have to click OK four times in a row. I have no idea what that's about, but that doesn't seem to have much effect on the map.
So now i fixed the "not found on server" problem, but I still got the black sky problem, and the solids not visible in distance problem. Help!!!
Re: solids turning black
Posted by Orpheus on
Thu Jan 6th 2005 at 3:14am
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stares at screen till eyes hurt
dude, everything you just typed made no sense to me whatso ever..
in 5 years of mapping for HL too..
looks like you're gonna have to wait for someone a bit more gifted to come to your aide.
sorry.
Re: solids turning black
Posted by Foxpup on
Thu Jan 6th 2005 at 3:38am
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Hey, some people don't have 3D graphics cards (okay, make that one in five million people), so you really should make sure the map works in software mode. People who use software mode might think your map really sucks 'cause stuff starts turning black.
Re: solids turning black
Posted by Foxpup on
Fri Jan 7th 2005 at 2:51am
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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.
Re: solids turning black
Posted by SaintGreg on
Fri Jan 7th 2005 at 4:06am
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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.
Re: solids turning black
Posted by fraggard on
Fri Jan 7th 2005 at 7:08am
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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.
Re: solids turning black
Posted by motionblurrr on
Sat Jan 8th 2005 at 1:10am
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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.
Re: solids turning black
Posted by **Dedi** on
Sat Jan 8th 2005 at 12:05pm
Posted
2005-01-08 12:05pm
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Wow, man, I seriously need to learn some English, because I didn't understand 50% of what you guys are talking about :sad: . 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?
Re: solids turning black
Posted by fraggard on
Sat Jan 8th 2005 at 12:19pm
Posted
2005-01-08 12:19pm
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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.
Re: solids turning black
Posted by fishy on
Sat Jan 8th 2005 at 1:35pm
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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.
Re: solids turning black
Posted by **Dedi** on
Sun Jan 9th 2005 at 1:36am
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Allright, thanks fishy. I'll try that.