HOMs :p

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Call me Erdrik

Arch Mage
Nov 24, 1999
334
0
0
44
Spring Hill, FL, USA
www.geocities.com
I don't know if anyone has posted about this before but, eh :p

I am going to list all the different types of HOMS I know of give them all krappy corny names and ask if anyone know how to get rid of the specific ones and what cuases them... for refernce sake.

Hidden HOM:===
looks like a normal surface. Looks like every thing is ok, but it
isn't really there and you can walk thru it to the outter part of
the map.
Ive had this happen to me twice. In one cases it involved another brush that was inproperly built, ie vertixes off the grid :p
In the second case the HOM was the entire side of a terrain brush. I made another terrain brush on that side(matched all the vertices between them) and cut it and the HOM was gone.

A way to look for this HOM without actualy running through it is to shoot it. projectiles and traces will not collide with it.

Shy HOM:===
Looks like a normal surface but turns into a HOM when you look
away.
Happens to me all the time. Normaly when the map get big and complicated. I have no idea whats caused them.

Look in all directions in all areas. there pretty easy to find :p

Edge HOM:===
The edges between surfaces ... err not sure how to explain it..
ALWAYS happens to me. I dunno maybe its a Graphics card problem.. :p

Solid HOM:===
A regular HOM. The surface is all w3rd lookin' but is still solid.
Pretty obvious one with many causes and solutions. SOmetimes moveing a Vertex that is near the HOM will fix it. but usualy it just means time to zone :p

NonSolid HOM:===
A regular HOM The surface is all w3rd lookin' but it
isn't really there and you can walk thru it to the outter part of
the map.
Same as a Solid HOM as far as I know...

InstaGib HOM:==
Touching this HOM kills you instantly. even in GOD mode :p
see below..


If any one else has a different type of HOM or its cause, solution post it! :D
 
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Bot_40

Go in drains
Nov 3, 2001
2,914
0
36
York, UK
Yes the names do suck E :p

Not really a Hom, but collision errors do suck loads. Most of the time they don't even seem to follow a path of any of the bsp cuts if you look in zone/portal mode so you can't see where they origionated from. Also, you can just leave them and work on another area of your map and they sometimes just go away for no reason, even if you haven't changed that area :hmm:

People keep telling me that this is a bad way to fix them but just sticking an additive brush in the path of the collision error almost always solves the problem for me. Rocks and pillars do just nicely :D
 

Varpu

Novice Nali City Reviewer
May 21, 2001
309
0
0
67
Finland
furpile.com
Insidious HOM

This breed nests on complex terrains having low altitude changes. One good example being a sphere surface. You can't see them but once Yop step on one - boom You go. These can easily spoil a map as I have found them extremely difficult to cure.
 

AMmayhem

Mayhem is everywhere
Nov 3, 2001
4,782
44
48
40
NaliCity, MI
Visit site
What about the annoying ones that you fall through and "leave a small crater"? There's nothing under the floor but the grid, and it even kills you with god mode on. Those are the ones that piss me off.
 

Bot_40

Go in drains
Nov 3, 2001
2,914
0
36
York, UK
I have one of them in the ctf map I'm working on. Luckilly it's tricky to get to (can't get to it without slope-dodging in normal UT) but the moment you hit this one spot, you die instantly. It's not even a surface, it just 'hangs' in mid-air :hmm: