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OACMPDM1 invisible wall next to the teleporter #29

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Bishop-333 opened this issue Apr 12, 2022 · 12 comments
Open

OACMPDM1 invisible wall next to the teleporter #29

Bishop-333 opened this issue Apr 12, 2022 · 12 comments
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clipping Issues related to bot/player/world clipping. dm1 oacmpdm1 needs-testing A problem was seemingly solved but requires third-party confirmation.

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@Bishop-333
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Bishop-333 commented Apr 12, 2022

shot0006

@Bishop-333 Bishop-333 changed the title OACMPDM1 small texture issue next to the teleporter OACMPDM1 inisible wall next to the teleporter Apr 12, 2022
@Bishop-333 Bishop-333 changed the title OACMPDM1 inisible wall next to the teleporter OACMPDM1 invisible wall next to the teleporter Apr 12, 2022
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z_oacmp1v4_beta-220411

@NeonKnightOA NeonKnightOA self-assigned this Mar 10, 2023
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Shadows nearby the area are a bit problematic as well. Might have to take a look.

@NeonKnightOA NeonKnightOA added dm1 oacmpdm1 clipping Issues related to bot/player/world clipping. labels Mar 10, 2023
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NeonKnightOA commented Mar 14, 2023

This is because of a shader file that wasn't incorporated when the map was being compiled.

It uses common/skip (common/nodraw but for hint brushes), which isn't present in the base OA. So it had to be added to a separate file. And now I've got to check all files in case I've used common/skip in any of them. 🤦

@NeonKnightOA NeonKnightOA added the needs-testing A problem was seemingly solved but requires third-party confirmation. label Mar 15, 2023
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Removing the hint/skip brushes possibly did the trick. Test please!

@The-Gig
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The-Gig commented Mar 15, 2023

Wouldn't removing hint brushes worsen map performances?

@NeonKnightOA
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Unfortunately, for this map it was the solution.

@The-Gig
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The-Gig commented Mar 15, 2023

Waiting for an update to the map to test it, as it turned out there was no need to place common/skip and common/sky_space (idk whether the latter is used in this map) in newcommon.shader considering they were already in pul1duel-missing.shader and oasky.shader, respectively.

PS: Maybe the hint brushes in this map were a bit off after you made a certain edit, as older versions didn't have the glitch?
#24 (comment)

@NeonKnightOA
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I thought I've uploaded the map yesternight.

@The-Gig
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The-Gig commented Mar 15, 2023

Yes, but if I understood correctly, yesterday you built that with common/skip in newcommon.shader, where it should not be. Just to be sure, I'd prefer to see if it works with the common/skip from 0.8.8.
Are any of the other shaders in newcommon.shader actually used in this map?

@NeonKnightOA
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Actually, no.

But I'm more interested in seeing if the problem is solved or not.

@The-Gig
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The-Gig commented Mar 15, 2023

I downloaded your .bsp and .aas file, and tried the map. I didn't notice any of the glitches!

Furthermore, I think I managed to restore the hint brushes!
I opened in Radiant the last version of the .map which didn't have the glitches, e1f552b (the last one before some coordinates where somehow messed up, as mentioned here #24 (comment)), then I selected all the hint brushes I managed to find (there are a lot of them!) and copy-pasted them into your latest version of the .map (f586539). I compiled it and it looks to me it still doesn't produce the glitch and it makes a bit of a better job with vis optimization than without hint brushes.
Here it is, give it a try compiling it with your own settings, and let's see the results...
oacmpdm1-hinttest.zip
Important: for some reason, in my version of the map, the portal in the middle, while still working, disappeared (I don't even see it in Radiant). Maybe it was using something like an .ase model (I don't know how to use such stuff) or an .md3 model? In case, I guess I might copy-paste its geometry from its oacmpvol1v3 version, as I can see that in Radiant, unlike newer versions of the .map.

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Labels
clipping Issues related to bot/player/world clipping. dm1 oacmpdm1 needs-testing A problem was seemingly solved but requires third-party confirmation.
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