View Full Version : BSP holes and Texture Bitchin in UnrealED
A_Huge_Sweaty_Baboon
21st Oct 2000, 02:16 AM
First off:
Is there anyway to patch them up or even avoid BSP holes?
and secondly:
Is there anyway to veiw all of the textures used in a level. This would be great for editing epics levels and save heaps o time sifting though all those texture files.
anyone?
Zaphrod
21st Oct 2000, 04:55 PM
I have found you can avoid BPS holes with good design. What I do is make all my brushes multiples of 8 which helps keep everything aligned better than if you use 1 or 2 and set your grid size at 8 or higher whenever possable.
I also try to limit the number of polygons in any one area. I have seen where everything is aligned perfectly and every node is on a grid junction and by adding one more poly I have gotten BPS holes everywhere. Every time there has been a higher than average number of polygons in the area.
I Dont know how you could see all of the textures in a level but there is probably a way. I do know if you load Unrealed and then load a map, only the textures that are always preloaded and the any other textures used by the map will be in the texture browser so you could narrow it down that way.
A_Huge_Sweaty_Baboon
22nd Oct 2000, 12:49 AM
I always use multiples of 8 in my levels
hmmmmmm
at the moment i am changing Barricade into a CTF level, and most of the time there are massive holes in the box surrounding the level.
They usually move when i rebuild
pissin me off. :mad:
[NK]Kill_Joy
22nd Oct 2000, 09:57 AM
I hear ya man! I hate BSP holes! Im really just working on my first major level(CTF) and i have BSP holes everywhere. Im not sure how many polys i should have in an area, then again, i dont know how to take away or add polys without adding a new light or somthing. Why does the editory do this? I may be a newbie at UnrealED, but i can dish out some sweet ****. Does anyone know a good way around these holes?
-kj-
NutWrench
22nd Oct 2000, 04:43 PM
Most BSP holes occur when two subtract brushes overlap. If one of your brushes has a BSP hole in the wall, ceiling or floor, try zooming in the Overhead view and examine that brush and any neighboring subtract brush that is touching it.
If you see overlap, you can try switching off the grid lock (in Unreal 1, it's the grid-shaped icon in the bottom of the toolbar) and move one of the subtract brushes until the walls line up *exactly* Then rebuild.
You can also hide a BSP hole by putting an Add brush over it. :)
Sometimes a complex Add Brush decoration near a wall can cause a BSP hole in it. Switch to the 3D windows and examine the scene in the BSP view. If you see overlapping BSP planes, try making the decorative brush semi-solid and rebuilding. If that doesn't work (it should), try moving the decorative add brush slightly and rebuilding.
--Nut
A_Huge_Sweaty_Baboon
27th Oct 2000, 02:26 AM
all my holes are on the FakeBackdrop box, and they are causing massive problems.
For instance, i put in a simple add brush in the level. There was previously a triangular shaped hole in the skywall.
Now, in Ued2, in the 3d view, i can only see the new bruch when i am in line with the hole. But when i am inline with the hole, it is as if i am inside a brush, ie all the portals dissapear, etc.
FAAAAAARKKKKKKKK
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