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Texture are invisible on some places on the map?

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Created 6 years ago
by gympie6
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My published cod maps:

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Black Ops Perks: https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180/
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Does someone has a idea how I can fix this problem?









Thank you very much for your time and help!  :)
Last Edit: August 28, 2018, 08:03:05 pm by gympie6
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in the bottom image is the wall one continuous brush?
Or 3 brushes and the middle isn't showing?
//
Is there any ents in the void where the brush isn't showing?
Did you use correct asset manager settings on those yellow symbols?
Caulk box with skybox texture? Lightgrid?
Any errors at all when compiling?
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in the bottom image is the wall one continuous brush?
Or 3 brushes and the middle isn't showing?
//
Is there any ents in the void where the brush isn't showing?
Did you use correct asset manager settings on those yellow symbols?
Caulk box with skybox texture? Lightgrid?
Any errors at all when compiling?

Let's say this map is too big for call of duty so we have a lot of error's but nothing is telling about that texture.
the yellow symbols are not the problem because they are not on the texture and on some parts it doesn't even matter.
It works well on other places.
And no I don't have any special ents in that room except the pathnodes.



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Your map isn't too big for call of duty.
Nobody has released a map that even comes close to the potential bsp limits.
//
You aren't saying the specific launcher errors so i will assume you have "node without volume" errors. They are prob a good starting place to fix your problems.
Use layers with hide/ignore to isolate areas to find the problems faster.
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Your map isn't too big for call of duty.
Nobody has released a map that even comes close to the potential bsp limits.
//
You aren't saying the specific launcher errors so i will assume you have "node without volume" errors. They are prob a good starting place to fix your problems.
Use layers with hide/ignore to isolate areas to find the problems faster.

I don't have this problem at the moment:  "node without volume"

we are working at this project for a half year now and we were almost able to release the beta..
Everything looks well except this area..
https://www.ugx-mods.com/forum/index.php/topic,16218.0.html

Ok here are all my error's,













Last Edit: August 28, 2018, 09:29:40 pm by gympie6
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Your having rendering issues and launcher is outputting multiple "degenerate lightmap" errors....seems like a good place to start looking.
//
to fix that error.
1)Select brush or patch or cylinder.
2)Press "s". Use natural or lmap.
3)Press "shift L" to enter lightmap(checker pattern) mode. Use natural or lmap.
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Like above just post all the same pictures but with SHIFT+L to see the checkered lightgrid view then use normal or lightgrid depending on what looks most uniform to the rest of the map that actually works. as for path nodes dont place them in solid brushes, you can make a brush detail or weapon clip or non-colliding but most importantly you can move the path nodes so they wont intersect with anything (just a good rule of thumb)
Last Edit: August 28, 2018, 11:11:16 pm by RadimaX
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Like above just post all the same pictures but with SHIFT+L to see the checkered lightgrid view then use normal or lightgrid depending on what looks most uniform to the rest of the map that actually works. as for path nodes dont place them in solid brushes, you can make a brush detail or weapon clip or non-colliding but most importantly you can move the path nodes so they wont intersect with anything (just a good rule of thumb)

Can you tell me more about this Shift+L feature? What do I have to use?
I doesn't need to be the most beautifull area.

Okeey I found something out:





Last Edit: August 29, 2018, 09:03:21 pm by gympie6
Marked as best answer by gympie6 6 years ago
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the lightgrid looks fine, if its all uniform and checkered it should render ingame unless you have multiple overlapping textures on the same plane, so when compiled the game won't know what to really show you so they all cancel eachother out somehow lol so you end up with nothing. For me this always happens to patches of bloodstains or decals even blends that sits 100% flush with the wall or floor etc i keep telling people to move the patch or decal 0.25 units away from the part where it wont render the texture "floating" in front or above the spot depending on the direction.



As for light grid, i don't recommend doing it this small because compiling will take you either years or not compile at all LOL so give or take, but just to show you the result of a small grid vs big grid as an extreme example for comparison: Differences with a light casting the shadow becomes pretty clear. Right side is so faint you would just miss it. Don't take my word for any of this, just try different things out and stick with the best results  :)
Last Edit: August 31, 2018, 02:48:39 am by RadimaX
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the lightgrid looks fine, if its all uniform and checkered it should render ingame unless you have multiple overlapping textures on the same plane, so when compiled the game won't know what to really show you so they all cancel eachother out somehow lol so you end up with nothing. For me this always happens to patches of bloodstains or decals even blends that sits 100% flush with the wall or floor etc i keep telling people to move the patch or decal 0.25 units away from the wall or at least half its vertices where it blends off so you cannot see it "floating" in front or above the chosen spot.

(Image removed from quote.)

As for light grid, i won't recommend ever doing it this tiny because compiling will take you either years or not compile at all LOL so give or take,  but just to show you the result of a small grid vs big grid as an extreme examplefor comparison: Differences with a light casting the shadow becomes pretty clear. But don't take my word for any of this, just try different things out and stick with the best results :)

Alternatively you can look around online for people or tutorials describing this better than me on a limited time frame minutes before work haha

Very good tips, especially lightgrid size one 👌
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the lightgrid looks fine, if its all uniform and checkered it should render ingame unless you have multiple overlapping textures on the same plane, so when compiled the game won't know what to really show you so they all cancel eachother out somehow lol so you end up with nothing. For me this always happens to patches of bloodstains or decals even blends that sits 100% flush with the wall or floor etc i keep telling people to move the patch or decal 0.25 units away from the wall or at least half its vertices where it blends off so you cannot see it "floating" in front or above the chosen spot.

(Image removed from quote.)

As for light grid, i won't recommend ever doing it this tiny because compiling will take you either years or not compile at all LOL so give or take,  but just to show you the result of a small grid vs big grid as an extreme examplefor comparison: Differences with a light casting the shadow becomes pretty clear. But don't take my word for any of this, just try different things out and stick with the best results :)

Alternatively you can look around online for people or tutorials describing this better than me on a limited time frame minutes before work haha

I moved the area to somewhere else and it seems that worked well. Still even it's not 100% solved I am off the problem for now and I am going to mark your answer as best because it helps everyone a lot with good advices!
Last Edit: August 30, 2018, 09:00:54 pm by gympie6

 
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