So I am messing with a large terrain style brush, and it has the black void on some polys.
So, I move a vertex a tiny bit and rebuild, the hole is gone.
What I found out is. after all these years, you need to realign the textures and BOOM, the same BSP hole is back.
If you are trying to fix a map and think you fixed it, select the texture and realign it and you will see if you fixed it or not.
A side note that doesn't matter, but each time after I edit a vertex I reset the pivot and permanently transform the brush just to make sure the pivot isn't changing something on the brush each time I build it. This still didn't effect the BSP hole after aligning the texture. So I don't think you need to do that but to keep it tidy and test worthy I did that.
I'd like to see a proof of this, because in theory BSP does not depend on surface textures.Red_Fist wrote:What I found out is. after all these years, you need to realign the textures and BOOM, the same BSP hole is back.
For example provide a map where exactly this can reproduced: it should be without BSP errors (before and after rebuilding) and after realign some textures it has BSP errors.
I have the whole map polys at 27000 or less, and the total nodes at 47000, I am not sure how high and bad those numbers are but something is making it not save once I un-hide the outside large brush.
I got rid of tons of zones caused by those stupid semisolids, and redone the area from well above 63 zones down to 11, but the map still would not save with all the brushes un-hidden. The total map now has 47 zones
So I figure I will try to fix that brush. and it's not super high polys or nodes for that brush either, it has bad spots in it, I managed to get rid of two spots, and even after I aligned the texture.
- editor Dave
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Other than that, a few screenshots or a file would be nice to have a look at for further advice.
Yes, I did. separate.editor Dave wrote:The only thing I can think of is that it is somehow connected to merged faces, which is still strange since you normally have to select it every time you want to do it. But did you ever try to seperate the textures of the brush after the realignment?
But with vast thirst to save the map and or saving as t3d a million times., I think I was working on a merged brush.
THIS file I believe needs to be separated, I always separate before doing the fancy stuff.
So I did that and my first BSP error came back not as bad as it was, but all of that STILL has NOTHING to do what I am saying unrealEd does it and you can check for BSP errors.
- Has some bad spots.
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Note: Fixing such a thing might be time consuming and a patience which I don't really have - so to speak such a task it's not for me...
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That was the singlemost horrible BSP thing I've seen in 20 years of mapping, I don't know how you can sleep at night. This thing will haunt my nightmares.Red_Fist wrote:
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wow you can actually do that? Its funny cuse ive actually starting to learn blender recently, thats something i want to try thenKrull0r wrote:I loaded the brush in Blender and cleaned it up. It took about one hour to remove all strange generated edges and vertices.
The brush should be imported over Brush / Import instead of importing the level
I also have to mention that I used 227 to convert this brush to a static mesh, exported it as .obj, edited it in blender, saved the repaired mesh as a new .obj, reimported it in to the 227 editor and converted the reimported static mesh to a brush. As you see you can export the brush and is it for UT as well