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View Full Version : Gonna lose it and never finish...


Silas Mercury
30th May 2005, 09:54 PM
First off, Hi!

Ok, to the meat and bones of the matter. The first JB map that I ever dared to make is called JB-Templar-Beta (v4 currently).

JB-Templar has a problem, a VERY persistant problem that I can't seem to get rid of no matter how hard I try. It looks like a bsp hole, it might even be a bsp hole, but it only effects lights. And... it's driving me absolutely freaking nuts!!!! I can fix it easily enough by deleting the affected brush, building the geometry, then replacing the affected brush with one that is known to be good. The problem is that the map decides to simply relocate the problem to some other brush in the map. The last time I fixed one of these "Null Light" sections (as I lovingly refer to them...) no less than 4 brushes, all connected, suddenly started having the problem. They were on a totally seperate part of the map.

Of course, when I saw the sheer volume of space that became afflicted with the black plague my mouth dropped open. I decided to take a screen shot and post it here so that maybe one of you mapping guru's might be able to shed some light on my light shedding problem. (pardon the pun)

If I can't get the map to stop doing this I won't be able to ever finish Templar and release it. If you could find the time to help I would very much appreciate it.

Silas Mercury
31st May 2005, 06:12 AM
I just noticed something in the pic... the floor AND the ceiling are doing it. Initially I only noticed the floor. What's really weird is when I was playing the map just a few minutes ago the ceiling was fine but the floor was like the screenshot.

W0RF
31st May 2005, 10:54 AM
Null lighting is a pretty common gremlin in UT2003/4 editing. I wish I had better news for you but you just have to keep squashing them, unless someone else has a better answer. :(

RevBillyG
31st May 2005, 12:38 PM
That's really weird. Normally I'd say intersect the affected poly with an additive brush to cure the problem (had to do that with Crusher2) but you say that the problem reappers elsewhere when you mess with stuff? (technical term there ;))

Stupid things to check.
You have built on the grid haven't you?
You haven't messed with the build settings I take it?

Perhaps it's worth uploading the map here for someone to take a look.

Silas Mercury
31st May 2005, 12:49 PM
I might have to indeed. As far as I know I stayed on the grid (snap to grid right?) and I haven't touched the build settings.

The problem does reappear all over the map if I fix it in one place, with this map being much worse than most.

Silas Mercury
7th Jun 2005, 08:15 AM
I just noticed something else odd too. EVERY single map that I have put any real time into (JB-Templar, JB-NeoEuclid, and JB-CellblockA) are afflicted with "Null Light". Oddly, JB-Depository (expisCoR's map which I am working on) does not have any problems like this.

expisCoR
7th Jun 2005, 10:38 AM
I just noticed something else odd too. EVERY single map that I have put any real time into (JB-Templar, JB-NeoEuclid, and JB-CellblockA) are afflicted with "Null Light". Oddly, JB-Depository (expisCoR's map which I am working on) does not have any problems like this.

Hmm...JB-Depository did (in eariler stages) have many issues with bsp holes, but I spent a lot of time to fix those. Email me some of the maps and I will see what I can do (if you would like).

TheSpoonDog
7th Jun 2005, 07:35 PM
It seems to be quite a random thing... never happened to me but I've seen people at work having the same problem. It can usually be fixed by moving the vertices slightly, or breaking the brush into multiple parts using the brush clip tool. Especially if those surfaces in the pic are part of a huge brush that spans the map. Doing what rev said with the additive brush should work aswell.