invisible platform

invisible platform

Re: invisible platform Posted by MayheM on Thu Feb 19th 2004 at 5:37am
MayheM
4 posts
Posted 2004-02-19 5:37am
MayheM
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4 posts 0 snarkmarks Registered: Dec 20th 2003 Occupation: graphic designer Location: charlotte, nc. usa
ok, I am 99% done with my latest map, but i am having one area of trouble. I have an abyss in some caves of the map. I set up a teleport and a trigger for sound. the tel destinaton is in a small box with the scream sound and the func_hurt to kill you when you fall in.

Here however is the problem...

There seems to be an invisible platform over the hole of the abyss. It does not cover the entire hole just one side of it. I have looked in the map file all around the area and still have not found the problem.

can someone tell me PLEASE what the heck this is???

thanks MayheM
Re: invisible platform Posted by Tracer Bullet on Thu Feb 19th 2004 at 5:46am
Tracer Bullet
2271 posts
Posted 2004-02-19 5:46am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
A nice big clipping error? I dono.

You could try useing clip brushes to outline the hole. seems like that might fix the problem if it is indeed just a wierd error.
Re: invisible platform Posted by Monqui on Thu Feb 19th 2004 at 5:49am
Monqui
743 posts
Posted 2004-02-19 5:49am
Monqui
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743 posts 94 snarkmarks Registered: Sep 20th 2002 Occupation: Poor College Student Location: Iowa, USA
Teleport things act weird... They spawn the BOTTOM of the player where the ent is... So try moving the target_teleport down about 100 units or so....
Re: invisible platform Posted by scary_jeff on Thu Feb 19th 2004 at 7:36am
scary_jeff
1614 posts
Posted 2004-02-19 7:36am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I would try Tracer's suggestion first, but if that doesn't work, try exporting your map to .map format, then opening and compiling the .map file.
Re: invisible platform Posted by wil5on on Thu Feb 19th 2004 at 8:59am
wil5on
1733 posts
Posted 2004-02-19 8:59am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I think TB is right... this sounds like one of them clippin errors (god how i hate them...)
Re: invisible platform Posted by matt on Thu Feb 19th 2004 at 10:35am
matt
1100 posts
Posted 2004-02-19 10:35am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
A screen of the problem would also help.
Re: invisible platform Posted by OtZman on Thu Feb 19th 2004 at 3:42pm
OtZman
1890 posts
Posted 2004-02-19 3:42pm
OtZman
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1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
Try to copy everything and paste it in a new map and compile it again... maybe that will help.
Re: invisible platform Posted by Orpheus on Thu Feb 19th 2004 at 4:25pm
Orpheus
13860 posts
Posted 2004-02-19 4:25pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
sounds like a big clip node error..

move the box, the distance required to avoid the invisible object.

raising is always an option.

also, as a last resort.. delete the box and reconstruct it.
Re: invisible platform Posted by MayheM on Thu Feb 19th 2004 at 4:31pm
MayheM
4 posts
Posted 2004-02-19 4:31pm
MayheM
member
4 posts 0 snarkmarks Registered: Dec 20th 2003 Occupation: graphic designer Location: charlotte, nc. usa
the clipping the sides of the hole sounds good...

I actually did copy the area into another cile and compile it and the problem was not there. If i can not get the problem to go away, i am thinking monqui could have a point and that teleporters cause problems sometimes. so i may eliminate it and use a black func_illusionary and put it at the base of the whole high enough to mask a body if it falls in there, so it still will give the appearence of being realy freaking deep.

keep the input coming though casue someone may know the answer for sure..

thanks
Re: invisible platform Posted by Hornpipe2 on Thu Feb 19th 2004 at 8:38pm
Hornpipe2
636 posts
Posted 2004-02-19 8:38pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Make a little cave at the bottom with a trigger_push to shove bodies into it. Although you might still get bloodstains all over everything. Such is the problem with body disposal, yes? If the cops ever went down there you'd be screwed.
Re: invisible platform Posted by omegaslayer on Thu Feb 19th 2004 at 9:56pm
omegaslayer
2481 posts
Posted 2004-02-19 9:56pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I think I ve had a problem like this before, its just a suggestion, but it might be a "bad" brush that extends over the hole. or it may be a brush that is extremely thin, you know just one plane (dont ask me how this is possible its been done before with me). Try "check for problems" in WC, and see if anything comes up.
Re: invisible platform Posted by Gorbachev on Thu Feb 19th 2004 at 11:04pm
Gorbachev
1569 posts
Posted 2004-02-19 11:04pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
MayheM said:
the clipping the sides of the hole sounds good...

I actually did copy the area into another cile and compile it and the problem was not there. If i can not get the problem to go away, i am thinking monqui could have a point and that teleporters cause problems sometimes. so i may eliminate it and use a black func_illusionary and put it at the base of the whole high enough to mask a body if it falls in there, so it still will give the appearence of being realy freaking deep.

keep the input coming though casue someone may know the answer for sure..

thanks
Since copying the area worked fine, just copy the entire map into a new one and try it out.
Re: invisible platform Posted by Cash Car Star on Fri Feb 20th 2004 at 12:53am
Cash Car Star
1260 posts
Posted 2004-02-20 12:53am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
If you have slanted brushes, that are separate, sometimes an odd clipping error will occur that extends the plane of the face that exists on both brushes outwards. There are a few fixes to this:
  • Retool the brushwork so that both visible faces are part of the same brush
  • Use Cagey's clipnode optimizing tool
  • Rework the area to not have faces that form an obtuse angle towards the void of the map
Re: invisible platform Posted by omegaslayer on Sat Feb 21st 2004 at 1:21am
omegaslayer
2481 posts
Posted 2004-02-21 1:21am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Cash Car Star said:
If you have slanted brushes, that are separate, sometimes an odd clipping error will occur that extends the plane of the face that exists on both brushes outwards. There are a few fixes to this:
  • Retool the brushwork so that both visible faces are part of the same brush
  • Use Cagey's clipnode optimizing tool
  • Rework the area to not have faces that form an obtuse angle towards the void of the map
This is what I meant to say, foolw him not me, I have no frikin' clue what im talkinig about.