the easy, burning, and strange way to fix a bad bsp cut...

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Nexus350

Level Creator
Jul 22, 2001
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I don't know if this is common practice or if there is an easier way to do this, rather than tracking down which brush is doing it, but, I've stumbled upon a way to get rid of bad bsp cuts. What you do is find the area which has the bad cut, then take a box with the active brush, make it bigger than the area which you would like to fix (like say, twice the size of the room it's in) then position the active brush so that the room with the bad brush is completely inside of it, now hit deselect and you'll get a perfect 'cast' of anything inside the active brush's area. Delete everything that you just took a cast of and then when it's gone, just hit the subtract button. After spending about 2 hours working on a map, I noticed a small, inconspicous black shape, and cringed at the sight, I couldn't find the brush that was causing it so in my frustration I came up with this Idea...it works perfectly if you line everything up flawlessly. Also I've noticed that the new cut made from the cast will retain all the texture settings of the old area!!!...the down side is that the entire area is now one piece :S...Okay I hope that helps some ppl, I'm sure there's a better way to do this but it should help some novice mappers
 

aspie

It's all good baby.
Feb 24, 2001
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This subject has come up before. Apparently the method your talking about works in only 90% of cases or something. Anway it won't be long before God posts his wisdom.
 

CousCous

Hysteric
Mar 20, 2001
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I think what you're doing is basically changing the order in which the brushes are built. Deleting a brush and then adding an identical one just moves that brush to the end of the build order... This can change the way the BSP is cut up, thus possibly solving some BSP errors. You can also right click on the brush and set it's order to last and it should accomplish the same thing...
 

Thug'N'me

R.I.P. 2pac Aka Makaveli
Jun 16, 2001
202
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Hmmm i have 2-3 BSP holes in one room (big room0 and ive tried ta fix 'em but cant really find the right brush thats causin them...CousCous where is the order option on the brush that u set to last?And what does the BSP cuts button do?does the red color mean its a bsp hole?
 

Nexus350

Level Creator
Jul 22, 2001
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Just select the mesh of which order you would like to change, right click it, and go to 'order' in the pop-up window,
but you have to click near a line on the selected mesh, clicking the emptiness inside of it will bring up the short list with the 'add' features, clicking near a vertex will just change it's pivot/snap point, so click near a line.
 

TaoPaiPai

Commisaire Van Loc
Jun 13, 2000
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Originally posted by Nexus350
I don't know if this is common practice or if there is an easier way to do this, rather than tracking down which brush is doing it, but, I've stumbled upon a way to get rid of bad bsp cuts. What you do is find the area which has the bad cut, then take a box with the active brush, make it bigger than the area which you would like to fix (like say, twice the size of the room it's in) then position the active brush so that the room with the bad brush is completely inside of it, now hit deselect and you'll get a perfect 'cast' of anything inside the active brush's area. Delete everything that you just took a cast of and then when it's gone, just hit the subtract button. After spending about 2 hours working on a map, I noticed a small, inconspicous black shape, and cringed at the sight, I couldn't find the brush that was causing it so in my frustration I came up with this Idea...it works perfectly if you line everything up flawlessly. Also I've noticed that the new cut made from the cast will retain all the texture settings of the old area!!!...the down side is that the entire area is now one piece :S...Okay I hope that helps some ppl, I'm sure there's a better way to do this but it should help some novice mappers

Yes,this can sometimes help you get rid of your bsp errors ,but it can sometimes make things worse (I'm talking from experience).Bercause you result in havin a huge and complex brush.
Another good effect of this method is that it increase your Frame par second when playing around the area where you have that brush.And sometimes you gain A LOT of speed.
But then again you risk to have problems such as the player sinking through the ground,etc...
But wait,It won't be long until God notices this thread...:cool:
 
Last edited:

CousCous

Hysteric
Mar 20, 2001
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And what does the BSP cuts button do?does the red color mean its a bsp hole?

Hey Thug, the BSP cuts view doesn't really help much as far as I can tell. What you want to do if you you're experiencing BSP trouble is to take a look at the hole from within the Zone/Portal view. This will show you exactly how the BSP was sliced up into all it's nodes. Just find the problem area and see if you can determine which particular brush is causing the cut which creates the hole. If you're not sure, then just fiddle around with things--->switch some solids to semi-solids, change the build order, slightly move things around, select the whole map and rotate it 90 degrees (this is a new one I heard, never tried it tho').

Or if you're screwed, just leave it and maybe it'll fix itself. This can actually happen. The addition of new brushes to your map will change the way the BSP is cut up and could solve your problems...but don't bank on it. This has happened to me before however.
 

Bean[FuzzMod]

Guitarist Extraordinare
Jul 14, 2001
36
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beanmaps.50megs.com
jeez, you people seem to make this pretty complicated. :p

just adjust the compile sliders(cut/portal cut) to left or right 2. When i get a bsp hole, i adjust that until it is fixed.
Also, don't just do a geometry compile when quickly compiling. Do a build all EVERYTIME.

I'm currently working on a map and i just got a bsp hole (with a build geometry). I then hit the Build All and it disappeared.

I investigate EVERY changable setting before i even contemplate messing around with the brushes. Here is a few tips I use to avoid BSP holes:

1. When you have a group of complex items together (stacked boxes, etc...), intersect them to make them one brush. UT will handle the compiling/occlusion/rendering better.
2. Always do a Build All.
3. Properly zone portal hallways, doorways, etc...
4. Make decorations semi-solid.
5. Use non-solids sparingly.
6. Don't get TOO detailed with your levels. Wait for Unreal2 to do that.

Thats about it, hope it helps :D
 

Thug'N'me

R.I.P. 2pac Aka Makaveli
Jun 16, 2001
202
0
0
47
Virginia
www.geocities.com
Originally posted by Bean[FuzzMod]
jeez, you people seem to make this pretty complicated. :p

just adjust the compile sliders(cut/portal cut) to left or right 2. When i get a bsp hole, i adjust that until it is fixed.
Also, don't just do a geometry compile when quickly compiling. Do a build all EVERYTIME.

I'm currently working on a map and i just got a bsp hole (with a build geometry). I then hit the Build All and it disappeared.

I investigate EVERY changable setting before i even contemplate messing around with the brushes. Here is a few tips I use to avoid BSP holes:

1. When you have a group of complex items together (stacked boxes, etc...), intersect them to make them one brush. UT will handle the compiling/occlusion/rendering better.
2. Always do a Build All.
3. Properly zone portal hallways, doorways, etc...
4. Make decorations semi-solid.
5. Use non-solids sparingly.
6. Don't get TOO detailed with your levels. Wait for Unreal2 to do that.

Thats about it, hope it helps :D




I dont get # 4 and 5.....whatz considered a decoration?
Use nonsolids sparingly?whatz a nonsolid?
 

quitgrin1

Demon Like
Jul 31, 2000
669
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Nowhere
www.geocities.com
I find out a way to fix BSP holes too... as a matter a fact , a much, much simpler way than Nexus350´s manner... I was trying to make some cool looking terrains with TerraEdit, and that damn program has a tendency to make everything riddled with BSP hulls... so I began some experimentation.. i imported the brush.. and everything.. rebuilded it.. and the BSP holes were still there.. then I remembered the "MERGE" option when you right click a brush and the little popup menu appears..

I did that.. and rebuilded... those damn BSP errors were no more!... I dont know if this might work with other kind of brushes (like simple shapes) but it sure worked with complex ones.. if anyone who has tried out this method, please let me know..

Thanks
GRINGOLOCO