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Texture Glitches

tyjle · 31 · 5944

tyjle

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I've been having some weird texture issues in my map, and I don't know why.
Some textures seem to be missing entirely or are the wrong texture in seemingly random places.

Some pictures: http://imgur.com/a/n0sMF

Help would be greatly appreciated.


protist ?

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Is Alt+P showing anything? Maybe you could post a compile log.

Not much to go off here...


RNC1839

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I'm going to assume that these are func_brush in which case there is too much complexity for one entity. Just split your brushes up into different entities and it should work out ok.


tyjle

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Is Alt+P showing anything? Maybe you could post a compile log.

Not much to go off here...

Alt + P just says that there is no player start, even though there is a spawn. Not sure why, but that's all that's there.

Here's the compile log, I have no idea what any of it means:


Spoiler (click to show/hide)


tyjle

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I'm going to assume that these are func_brush in which case there is too much complexity for one entity. Just split your brushes up into different entities and it should work out ok.

They should just be regular brushes, not even sure what a func_brush is lol


scotch

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When in doubt use http://www.interlopers.net/errors/
Trying different compile settings is probably a good start.


John

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FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3097.7 -806.9 3726.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 39839:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3097.7 -807.3 3726.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 39839:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3170.6 -3052.7 3716.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 39761:

and
zero area child patch

are your problems

fix your brushes by going to the ID and for zero area child patch it's due to complex geometry including badly made ramps


tyjle

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Hm. I copied the ramps from Oatmeal's resource map so I didn't think they'd have any problems, but idk. Is there anyway to make them "less complex" without deleting them?

« Last Edit: December 12, 2016, 04:27:12 PM by tyjle »


John

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were they copied and then resized? i'm not sure if that causes issues but from my experience it *might* (this goes for curved ramps, straight ramps should not be causing problems like this). Trying using the cordon tool and segment off jumps to see if another part of the map is making graphical glitches


tyjle

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were they copied and then resized? i'm not sure if that causes issues but from my experience it *might* (this goes for curved ramps, straight ramps should not be causing problems like this). Trying using the cordon tool and segment off jumps to see if another part of the map is making graphical glitches
They weren't resized, but I did clip them. Not sure if that is causing the problem. The weird thing is that I'm getting these strange glitches on regular, rectangular brushes. Not sure why. I'll try using the cordon tool and only loading a portion without any ramps and see if that helps.


tyjle

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John

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tyjle

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post your vmf so we can take a closer look
k: *url removed*
« Last Edit: December 14, 2016, 10:40:16 PM by tyjle »


?oss

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Gorge004 had the same texture glitch and iirc it is cylindrical pillars that mess stuff up
well at least they did in his case


John

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1) vvis literally takes days to run optimize map using Map -> load portal file and making everything that seems to be creating a lot of blue lines a func_detail or whatever specifically your rings and ramps NEED to be func_detailed because otherwise it takes 5000000 years to even compile your map normally

Spoiler (click to show/hide)

It's taking me more than 20 minutes to compile this map so fix those optimization problems first and then check if the problems are still there. It's likely that this might fix it.