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 Post subject: Glitch
PostPosted: Tue Mar 03, 2009 9:59 am 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
Posts: 7
Hello everyone!

I've been using this forum a lot for the information contained here in my first mapping effort. Seems that UED 2 has a whole bunch of bugs and I have built my map to being almost complete 3 times and I keep running into the same problem every time. However I have learned a lot and most of the issues I had I've been able to avoid due to the information here. Thanks everyone!

BUT - this one issue keeps coming around and it's really pissing me off! :angryfire:

Here's the thing. When I create a brush/structure in my build room, successfully export and import the brush to my world and then add it, I build all - save and then play the map to be sure that it looks and has been added to my satisfaction. When I play the map I get this horrible glitch - or house of mirrors effect in one portion of the map nowhere near the site that I've added the new brush to. When I go back and delete the brush re-build, save and then play the glitch goes away. The I move on to another area of the map, add another brush in the same fashion and then the damn glitch appears again. I've zoned/portaled the area off with no luck. It seems to be in only one place in the map but an area big enough that it ruins the playability of the whole thing. Has this happened to anyone else?

I hope that I've included enough information here for some good help. I really hate to throw away many hours of work again and give up.

Thanks!


Otis Firefly


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PostPosted: Tue Mar 03, 2009 10:05 am 
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UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
when your building your map
are you in a big room or adding small rooms together?

make sure you dont add in a big room coz it wont be a pretty site try subtracting it instead

also can you post a screen shot

P.s Welcome to HUTP :)


{CMM}Paradox
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PostPosted: Tue Mar 03, 2009 10:48 am 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
Posts: 7
Thanks for the welcome and the quick response!!!

I guess this would be a large room, it's an "outdoor" map. However here are some screens:

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I'm not sure what you mean by subtracting, how that would work if I'm adding a small secret room, or even another building to the world.
By the way the world is 3500 high and 9000 wide/across.

THANKS AGAIN!!!!!!


Otis Firefly


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PostPosted: Tue Mar 03, 2009 11:30 am 
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UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
try changing the textures or wait till Hook comes on he can help you out


Btw you make my maps look freakin weak :O

i hope you figure this out


{CMM}Paradox
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PostPosted: Tue Mar 03, 2009 4:20 pm 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
Posts: 7
Paradox_aus_act wrote:
try changing the textures or wait till Hook comes on he can help you out


Btw you make my maps look freakin weak :O

i hope you figure this out


Thanks for the compliment, but it aint shit if it don't play right! :D


Otis Firefly


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PostPosted: Tue Mar 03, 2009 10:30 pm 
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Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
I must admit - the map is looking good Otis! :P

One thing that can screw up a map royally is if you add to a solid or subtract from a subtracted area!
You must always use intersect and/or de-intersect when shapes interlace with each other.
In other words, shapes or objects must NOT overlap with each other at all.

To really see what is going wrong here I would need to have a copy of what you have so far.
It is hard for me to tell from the pics here. :?

Many BSP cuts (angles) coming together can cause HOMs also! (HOM = Hall Of Mirrors) 8)

FYI - "Subtracting" an area is when you are in a solid part of the world and you subtract out a hollow area - such as a room!
The world starts out ALL solid in UnrealEd - then you must First Subtract an area from this solid.
You can then add to the subtracted area(s) and also subtract more from the solid area(s).
BUT, when you overlap shapes you must either intersect or de-intersect, depending on what you are doing with the new shape.
If you are adding on to a solid (added) shape, you must intersect the new brush with the solid - IF they overlap at all.
Same goes with subtracted areas when adding more subtracted area to it.
Only with the subtraction you must de-intersect before subtracting.

You cannot have a solid shape protruding into another solid shape.
You must lop off the overlapping part of the new shape being added by intersecting the new brush with the shape you are adding on to.
You cannot have a subtracted (hollow) shape protruding into another subtracted shape.
You lop off the overlapping subtracted new shape by de-intersecting with the subtracted area you are adding on to.

GadZooks! - This is hard to write about - I wish I could show it.
I hope you understand! :P :wink:


{CMM}Hook :hook: (Site Administrator)
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PostPosted: Wed Mar 04, 2009 5:31 am 
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UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
See Otis our Captain knows everything :)

Oh capt what the hell is GadZooks? lol


{CMM}Paradox
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PostPosted: Wed Mar 04, 2009 7:08 am 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
Posts: 7
Wow!

That's almost like a brand new perception on life!

I think I got it there Hook - I'm going to go work on this and see if I can rectify the issue. However, since I didn't know this information before - I've been adding stuff to other solids all over the place :oops:. I may just have to see what I can salvage and move on with this information.

Thanks a lot Hook! I'll let you guys know how this works!!


Otis Firefly


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PostPosted: Wed Mar 04, 2009 8:39 am 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
Posts: 7
Works Great! Thanks Again Hook!


Otis Firefly


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PostPosted: Wed Mar 04, 2009 5:45 pm 
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*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
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Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Otis_Firefly wrote:
Works Great! Thanks Again Hook!

Hey, no problem at all!
That is what we do here! :P

PS: another tip ...
There is a way to incorporate custom textures into the map file so that there is no other files to send along with a map. :wink:


{CMM}Hook :hook: (Site Administrator)
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PostPosted: Wed Mar 04, 2009 7:03 pm 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
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Okay that sounds good - I'll hit you guys up for that information later. Looks like I'm going to have to re-start the map again since I have been precariously adding stuff everywhere.

This time I hope I have the skills to make it through to the end.

Wish me Luck!


Otis Firefly


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PostPosted: Thu Mar 05, 2009 6:06 pm 
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Mate
Mate

Joined: Fri Mar 30, 2007 10:00 am
Posts: 398
Location: Minnesota USA
We aren't going anywhere Otis!
Remember - this is the Home of the Die Hard UT FAN-atics! :P
Bring your work right back here!
We can advertise YOUR maps AND have them on our server(s)!

And when they are on OUR servers, they spread to other servers as well! :wink:


{CMM}JackO
Honorary Pain-in-the-Ars! :lol:
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PostPosted: Thu Mar 05, 2009 6:19 pm 
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*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
JackO is very correct!
Your map will go far here at HUTP!
We have many good connections! :wink:
And yes, we "Share" our maps that are on CMM with several other popular servers.
(servers that are more popular than CMM LOL ) :lol:


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
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Last edited by Hook on Thu Mar 05, 2009 6:56 pm, edited 1 time in total.

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PostPosted: Thu Mar 05, 2009 6:47 pm 
UT Mapper!

Joined: Fri Feb 13, 2009 4:54 pm
Posts: 7
Sweet - well now I know where to go for Beta testers!!

TX Guys


Otis Firefly


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PostPosted: Thu Mar 19, 2009 8:05 pm 
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UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
Hey hook i may have pitched this idea before hook
but ill say it once more

You should make a umod of all our levels so we can DL them and have them for off line play as well :)


{CMM}Paradox
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PostPosted: Tue Jun 09, 2009 12:03 pm 
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*UT Mapper Group Lead*

Joined: Thu Jul 26, 2007 7:58 am
Posts: 383
Location: Florida, USA
Also, if you are still having those HOM's and BSP issues, try going to the Build Options (top right, next to the play map button) and set Minimize Cuts all the way to the left, (0). Should fix up some of them :)


{xCBx}Shadow342 *Moderator*Mapper*
CTF, BT, DM, and MH map maker.

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PostPosted: Tue Jun 09, 2009 2:20 pm 
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*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
I PM'd Otis_Firefly to see if he could come back here to HUTP and let us know how his map(s) turned out.
Seemed like a real good guy! :wink:


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
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