IrocJeff Posted August 13, 2017 Share Posted August 13, 2017 Look at your walls in the room you are in now. See how they meet the corner. _l <--- like this. That is how your structual brushes should meet in the corners. Same with floors and ceilings. As per your skybox whoever posted its too big is right. Since you have open areas you want outdoors just seal the room as normal but add the sky shader to cieling and any other wall brushes you want to be sky. You can do this all over the map and it'll look fine. Here is an example of something I made, which is a 4 walled room, but one wall has a sky shader.If I used sky on the ceiling that would be space as well.This will save you compile times. Langerd likes this Link to comment
Sidios Posted August 14, 2017 Author Share Posted August 14, 2017 Look at your walls in the room you are in now. See how they meet the corner. _l <--- like this. That is how your structual brushes should meet in the corners. Same with floors and ceilings. As per your skybox whoever posted its too big is right. Since you have open areas you want outdoors just seal the room as normal but add the sky shader to cieling and any other wall brushes you want to be sky. You can do this all over the map and it'll look fine. Here is an example of something I made, which is a 4 walled room, but one wall has a sky shader.If I used sky on the ceiling that would be space as well.This will save you compile times. Okay I'll implement it tomorrow. Link to comment
Sidios Posted August 14, 2017 Author Share Posted August 14, 2017 Look at your walls in the room you are in now. See how they meet the corner. _l <--- like this. That is how your structual brushes should meet in the corners. Same with floors and ceilings. As per your skybox whoever posted its too big is right. Since you have open areas you want outdoors just seal the room as normal but add the sky shader to cieling and any other wall brushes you want to be sky. You can do this all over the map and it'll look fine. Here is an example of something I made, which is a 4 walled room, but one wall has a sky shader.If I used sky on the ceiling that would be space as well.This will save you compile times. Hey, I changed my skybox so it look like this right now: https://jkhub.org/albums/v3mYZbut now I got some leaks in places like this one: https://jkhub.org/albums/C27Srhow am I supposed to get rid of it?Will it be ok if I close it in big boxes like this?: https://jkhub.org/albums/VDFX7 or should I use other mehtod?*UPDATEI've finished closing map, it looks like this right now: https://jkhub.org/albums/UXStQNo more entity leaks and compiling time improved.I'am now reciving some error at the end: https://jkhub.org/albums/mfmye Link to comment
Solution IrocJeff Posted August 14, 2017 Solution Share Posted August 14, 2017 Hey, I changed my skybox so it look like this right now: https://jkhub.org/albums/v3mYZbut now I got some leaks in places like this one: https://jkhub.org/albums/C27Srhow am I supposed to get rid of it?Will it be ok if I close it in big boxes like this?: https://jkhub.org/albums/VDFX7 or should I use other mehtod?*UPDATEI've finished closing map, it looks like this right now: https://jkhub.org/albums/UXStQNo more entity leaks and compiling time improved.I'am now reciving some error at the end: https://jkhub.org/albums/mfmye That error you are getting is probably from a brush with too many sides. That pillar you have in this image... https://jkhub.org/albums/C27Sr Is that made from a brush? Also, while building a box around your leak works, its sloppy building. Make sure all the brushes that touch the " void ", IE, the space in which you build, are structural. Remove those boxes and trace the route of the red line and check those brushes. Just highlight the suspect brush. Right click. Then choose structural to those brushes that touch the void. Compile and see if you got it or your leaking in another spot. Repeat until you are done. When you build pretend everything you make is under water. If you don't seal each room its going to leak. That is why there is a grid layout. make sure all your corners line up as in the image below. That is sealed. That's all you have to do. You can look at this image from top down or pretend the bottom is the floor and top the ceiling. Langerd likes this Link to comment
kwenga Posted August 15, 2017 Share Posted August 15, 2017 The error was a source of your problems (maybe not the only one, but still). I had that before, it looked exactly as you described. MAX_TW_VERTS will disrupt compiling, which results in skipping lighting stage. To avoid this, clean your map - make all non-essential brushes detail, use structural brushes for boxes, do everything as IrocJeff said. Link to comment
Sidios Posted August 15, 2017 Author Share Posted August 15, 2017 That error you are getting is probably from a brush with too many sides. That pillar you have in this image... https://jkhub.org/albums/C27Sr Is that made from a brush? Also, while building a box around your leak works, its sloppy building. Make sure all the brushes that touch the " void ", IE, the space in which you build, are structural. Remove those boxes and trace the route of the red line and check those brushes. Just highlight the suspect brush. Right click. Then choose structural to those brushes that touch the void. Compile and see if you got it or your leaking in another spot. Repeat until you are done. When you build pretend everything you make is under water. If you don't seal each room its going to leak. That is why there is a grid layout. make sure all your corners line up as in the image below. That is sealed. That's all you have to do. You can look at this image from top down or pretend the bottom is the floor and top the ceiling. That pillar is a brush turned into a cilinder with 12 or 16 faces.I made these boxes by following red line (leaks indicator) and finding the source of leak, that is how I actually sealed it. They are not just randomly made if that is the case.The error was a source of your problems (maybe not the only one, but still). I had that before, it looked exactly as you described. MAX_TW_VERTS will disrupt compiling, which results in skipping lighting stage. To avoid this, clean your map - make all non-essential brushes detail, use structural brushes for boxes, do everything as IrocJeff said.Soo how do I do non-essential brushes detail? Link to comment
Sidios Posted August 15, 2017 Author Share Posted August 15, 2017 Okey guys. I'am happy to say that lights finally work properlyhttps://jkhub.org/albums/rrwlHhttps://jkhub.org/albums/KWyck Making some brushes detailed and closing map in small box fixed the problem. Thanks you guys for help Langerd likes this Link to comment
Langerd Posted August 16, 2017 Share Posted August 16, 2017 Okey guys. I'am happy to say that lights finally work properlyhttps://jkhub.org/albums/rrwlHhttps://jkhub.org/albums/KWyck Making some brushes detailed and closing map in small box fixed the problem. Thanks you guys for help Remember to close Your map in the boxes and dont let anywhere leaving a hole to the void - this gray space in the program. It will cause a leak and it wont create any lighting for You. Also remember that walls that are sealing Your map to the void they must be structular. If You make brushes that are details in your map - Small lamps, chairs , small parts of the walls - make them detail brushes. Also Your map is a little dark. Try adding to the worldpspawn - key : ambient value : 20 That will make entire map more light. You can change color of the ambient light by adding key : _color value : r g b values here And last thing. On the top options next to brushes You have Curve - this will allow You to create patches - one sided texture patches that can be manipulated to create cones, cilinders and spikes etc. To add a cilinder You just simply click on the cilinder. It will be created with the same dimensions as the last brush You created. You have more options to manipulate the patches and cilinders but be careful with that too! Sidios likes this Link to comment
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