BSP hole, map review request.

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
Baardman
Skilled
Posts: 202
Joined: Mon Oct 02, 2017 9:39 am

BSP hole, map review request.

Post by Baardman »

i was busy today in making a map of a part of a canal from the city Amsterdam in the Netherlands.
i keep getting a BSP hole when adding pavement and road along the canal.

can someone give me some feedback what i did wrong?
amsterdammis.7z

this is the location im trying to replicate

https://maps.app.goo.gl/sERmZ4kvc1xRDTcG7?g_st=ac
bsp_hole.png
You do not have the required permissions to view the files attached to this post.
User avatar
Barbie
Godlike
Posts: 2898
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: BSP hole, map review request.

Post by Barbie »

Add some green.
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
User avatar
esnesi
Godlike
Posts: 1033
Joined: Mon Aug 31, 2015 12:58 pm
Personal rank: Dialed in.

Re: BSP hole, map review request.

Post by esnesi »

I think i never saw a bicycle in UT, and especially a "weduwefiets" awesome!
I hope your issue can be fixed, keep us up2date on the map!
User avatar
Aspide
Skilled
Posts: 201
Joined: Wed Jun 09, 2021 12:13 am

Re: BSP hole, map review request.

Post by Aspide »

I wish I could help you but your map has requirements that you didn't included in the download link.

Anyway there are a few things you could try:
-Change a brush from solid to semi-solid or vice-versa and see if that BSP hole disappears.
-Try changing the location of the brush that has the BSP hole.
-Recreate the brush.
-Add a subtractive cube outside the map and see if the BSP hole disappears.
-If everything fails you can try hiding the BSP hole with a decoration or a 2D Sheet.
Somewhere in Nevada...
Red_Fist
Godlike
Posts: 2191
Joined: Sun Oct 05, 2008 3:31 am

Re: BSP hole, map review request.

Post by Red_Fist »

Do this first
select all movers if there is any, and "order" them all "to last"

Then select all the green nonsolid brushes and order all them, "to last"

Rebuild and see what happens.

Otherwise if you are adding brushes like a curb, try ordering it "to last"

Might make things worse but it will be at a state to find the actual problem brushes.

Save your good map and try to send all the subtracts to last and then the add brushes to last, that will mess up certain parts and doors of the map. So you have to send them to last , like a cut away doorway to bring back the hole, That is last resort stuff but experiment and see what happens.
Binary Space Partitioning
User avatar
Baardman
Skilled
Posts: 202
Joined: Mon Oct 02, 2017 9:39 am

Re: BSP hole, map review request.

Post by Baardman »

Aspide wrote: Mon Jul 22, 2024 11:24 pm I wish I could help you but your map has requirements that you didn't included in the download link.

Anyway there are a few things you could try:
-Change a brush from solid to semi-solid or vice-versa and see if that BSP hole disappears.
-Try changing the location of the brush that has the BSP hole.
-Recreate the brush.
-Add a subtractive cube outside the map and see if the BSP hole disappears.
-If everything fails you can try hiding the BSP hole with a decoration or a 2D Sheet.
Could you tell me wich packages are missing? I thought i included them all.
Maybe next time i should try to remove anything custom before sharing.

Maybe i should use intersect and deintersect when building geometry also? I never use it only found out/learned you can "reveal" removed brushes from maps where the artist has removed them.

I also dont know if its wrong the way i build. I copy some additive and subtractive brushes sometimes instead of building new with red builder brush.
The subtractive brushes stick out, i cant align them because the bridge is curved towards the sidewalk/roadside's. Is that wrong?
Maybe i should deintersect the bridge part itself first into 1 that includes the 3 tunnels?
The road that go's over the bridge i have used grid size 2.
User avatar
Aspide
Skilled
Posts: 201
Joined: Wed Jun 09, 2021 12:13 am

Re: BSP hole, map review request.

Post by Aspide »

You forgot TreePack1 :omfg:

Always check your dependencies when you release something, especially if you are using a lot of custom content :agree1:
Somewhere in Nevada...
User avatar
Barbie
Godlike
Posts: 2898
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: BSP hole, map review request.

Post by Barbie »

Baardman wrote: Tue Jul 23, 2024 5:38 am Could you tell me wich packages are missing?
I use UnrealDeps to see the dependencies of a package.
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 3023
Joined: Sat Mar 21, 2020 5:32 am

Re: BSP hole, map review request.

Post by Buggie »

Just drop your map here: https://tactical-ops.eu/explorer/
And you will see all deps.   
Auto merged new post submitted 9 hours 41 minutes later
You can even save this page As html page with all resources, and later use it locally. Just make bookmark in your browser.
I now use in such way. For me it more handful from UnrealDeps. Since last one need mess with lists for get real set of non-stock files.
And here just show all non-stock, so you can ensure by hands, if you add it into package.
however it not scan dependencies of dependencies. Which UnrealDeps IIRC.
User avatar
Baardman
Skilled
Posts: 202
Joined: Mon Oct 02, 2017 9:39 am

Re: BSP hole, map review request.

Post by Baardman »

Buggie wrote: Tue Jul 23, 2024 7:29 pm Just drop your map here: https://tactical-ops.eu/explorer/
And you will see all deps.   
Auto merged new post submitted 9 hours 41 minutes later
You can even save this page As html page with all resources, and later use it locally. Just make bookmark in your browser.
I now use in such way. For me it more handful from UnrealDeps. Since last one need mess with lists for get real set of non-stock files.
And here just show all non-stock, so you can ensure by hands, if you add it into package.
however it not scan dependencies of dependencies. Which UnrealDeps IIRC.
thanks, that is a smart solution.
User avatar
jmartin
Skilled
Posts: 196
Joined: Tue Mar 23, 2021 11:38 pm

Re: BSP hole, map review request.

Post by jmartin »

Yep, same here.

Failed launching URL
Can't find file for package 'TreePack1'

Also, you don't need to include city.utx or Slums.utx in your .7z file since those are default UT files (already exist) found in your Textures folder, unless you are making an Unreal-1 compatible version of this map, in which case yes, those 2 files will need to be included in your distribution archive.

Also, there is already a map called DM-Amsterdam.

And there is already a file called AmsterdamAudio.uax

https://unrealarchive.org/unreal-tourna ... 01509.html

You may want to reconsider your naming conventions to avoid conflicting file names and version mismatch errors.

Otherwise from what I can see your map looks pretty good. :tu:

.
You do not have the required permissions to view the files attached to this post.
Red_Fist
Godlike
Posts: 2191
Joined: Sun Oct 05, 2008 3:31 am

Re: BSP hole, map review request.

Post by Red_Fist »

I see the map and is a surround and copy making it all one brush. If you try that you must move all the green brushes out, first. Because this has the water surface built into the subtract , The original map is built right.

Those vertical large thin add brushes are just cutting into that one big brush causing even more trouble

But, what I don't get is the other map section that has the player start in it.
Are you trying to use the other map and make some new variation ? because that is where the player start is.
Or are you trying to put water in you knew section ?


Don't intersect a semisolid (pink) to a subtract brush,(yellow) or intersect a subtract from a pink.

The only way I could fix things are to change the semisolid to a solid add (blue) and rebuild map,THEN delete the add brush.

If you delete the semisolid later it messes up the original subtract, Only use those pink damn things for crap setting on the ground or deco stuff. or in-between two adds (blue) not touching any subtracts.
Those semisolid brushes cause collision problems way on the other side of the map, and you can't fix it. So I always change them all to solid add brushes before I work on a problem map.

And don't ever let the pink brushes go through any greeny's
Binary Space Partitioning
User avatar
Baardman
Skilled
Posts: 202
Joined: Mon Oct 02, 2017 9:39 am

Re: BSP hole, map review request.

Post by Baardman »

Red_Fist wrote: Wed Jul 24, 2024 2:27 am I see the map and is a surround and copy making it all one brush. If you try that you must move all the green brushes out, first. Because this has the water surface built into the subtract , The original map is built right.

Those vertical large thin add brushes are just cutting into that one big brush causing even more trouble

But, what I don't get is the other map section that has the player start in it.
Are you trying to use the other map and make some new variation ? because that is where the player start is.
Or are you trying to put water in you knew section ?


Yes im trying to make a new variation with authentic buildings.

I started out with the Existing map of Jeff Martin. With the "waterway that is going around"

I removed the water plane and zone at my own map/section at some point so i could focus on building the bridge. I made a copy of the bridge to see what i could improve and try different method and add more detail

My latest version i removed the additive cylinders from the bridge that make the archway entrance and made a seperate archway with the 2d editor that is only place on the outside. I think this method will fix the BSP hole

The vertical additive planes was just my first try to get inspiration of how it would look like with the image/texture of typical Amsterdam canal houses.
amsterdammis2.7z
(includes treepack1)


im trying out lighting settings now and added a small church i made in Autodesk Maya.
had the same issue with bsp holes on that church but it got fixed after doing "polygons snap to grid".
amsterdam1.png
You do not have the required permissions to view the files attached to this post.
User avatar
Swanky
Adept
Posts: 464
Joined: Sun Mar 16, 2008 9:06 pm
Personal rank: Brush Commander
Location: inside ze bocks

Re: BSP hole, map review request.

Post by Swanky »

The reason you get an error effect there is because the surface isn't planar. Polygons need to be on a planar surface or they'll throw out errors, missing surfaces, hall of mirror effects... If you want to angle those brushes like you have you probably want to make the corridor longer and then clip the brush(es).
Red_Fist
Godlike
Posts: 2191
Joined: Sun Oct 05, 2008 3:31 am

Re: BSP hole, map review request.

Post by Red_Fist »

I see, I thought the first screenshot problem was a black BSP problem with the water. Since I opened the map in the editor, first I thought your map with player start was some other thing.
Binary Space Partitioning