Sektor2111, You have helped me greatly here. I will definitely revisit the geometry to see if it can be cleaned up. Thanks for the sound advice on dealing with the paths over the trap.sektor2111 wrote: ↑Wed Mar 01, 2023 6:24 pmSee image above, these are easy only if map supports a normal "rebuild" - no need Extra Pathing "Tools". Maps that are having brushes removed or bad construction, will need another way and Extra Tools for doing something. When geometry does a normal rebuild result, even lightning can be adjusted/improved later.
I found a map that could have paths over long bridges, but heavy to do. Why heavy ? For some reasons (obvious geometry problem) the rebuild of geometry has screwed up walls integrity. I figured later BSPCuts, miss-aligned vertexes and all that. I quit messing with geometry and doing things another way, but... map was still having issues with walls/surfaces (Original Ones) and so I ended in dropping it away.
Paths over bridges/movers(/SecretFloors) are not very described in tutorials like more other information that can be useful for mapping. These Paths are incredible easy to do like those over boxes and spots where Editor is refusing to work for us.
In order to gain these connections there are a few steps:
- select those Movers/Bridges/SecretFloors;
- Open Context Menu and pick up Movers -> ShowPolys;
- Remove Paths - adjust potential needs - define Paths - using console commands;
- now it's time to rebuild geometry (must BE Rebuild) - ONLY Geometry - and no longer touching paths. Here is the stage which need to ensure a normal rebuild of Geometry + Optimizing BSP (might not be need everywhere) + Lightning.
@papercoffee I figured out the area where I had indeed left out some light sources. Thanks for calling it to my attention.
It may be a bit before I am able to release this one. We will see.
All this dialog has been very helpful. I appreciate it very much.
It really is the only reason to release maps.