Hey, I have one room in my map which is supposed to only be accessible by noclipping, but when I get into the game and noclip into the room the inside is just the void. Is there a way I can tell hammer that the room is not part of the void without leaving a hole?
Check it for leaks or something...
It doesn't have leaks...
The fact that you said "or something" at the end is just proof that you either don't really know what you're talking about, didn't understand my problem, or are just upping your postcount.
There is a room with no ways to enter without noclipping, which is inside the rest of my map (the outside walls don't touch the void). I need to let hammer know that the inside of the room is not the void.
It's probably got a leak in it.
I'm going with leak. Post your compile log though.
If it is a leak, Map -> Load Pointfile will show you. Remember that displacements and water do not block the map from the void.
Compile only the bsp by "Run map.." and then go to Map>Load Point File.
If anything loads, then you have a leak.
i know what he's talking about, it's not a leak.
Putting an entity in the room ought to fix it, a light with 0 brightness would work if you don't want anything in the room at all.
[QUOTE=tomw;16105738]i know what he's talking about, it's not a leak.
Putting an entity in the room ought to fix it, a light with 0 brightness would work if you don't want anything in the room at all.[/QUOTE]
Thanks :)
Do you know if func_detail would do the same thing?
i assume it would, give it a try
[QUOTE=tomw;16105823]i assume it would, give it a try[/QUOTE]
Just for the record, it doesn't. I'll end up putting some props in that room though, so I won't have a problem.
set solidity and render mode to make it invisible if you want.
All this is is VBSP checking if the room is accessible and/or has a purpose, then removing unneeded faces.
[QUOTE=HiddenMyst;16116723]All this is is VBSP checking if the room is accessible and/or has a purpose, then removing unneeded faces.[/QUOTE]
But an entity is required for VBSP to distinguish between what is the void and what is your map. If you have a map in the shape of a doughnut, but where the hole is completely sealed off, and you don't have any entities where the doughnut (for the sake of the metaphor) is and you have an entity in the hole in the middle, then VBSP will assume that the hole is the doughnut and vica versa because there is no indicator that the doughnut is really the doughnut (I know the last part of the metaphor sucks, but you got the point, right?)
At least that is my understanding of how VBSP defines the void. If it's wrong in any way, feel free to correct me.
[QUOTE=robmaister12;16117006]But an entity is required for VBSP to distinguish between what is the void and what is your map. If you have a map in the shape of a doughnut, but where the hole is completely sealed off, and you don't have any entities where the doughnut (for the sake of the metaphor) is and you have an entity in the hole in the middle, then VBSP will assume that the hole is the doughnut and vica versa because there is no indicator that the doughnut is really the doughnut (I know the last part of the metaphor sucks, but you got the point, right?)
At least that is my understanding of how VBSP defines the void. If it's wrong in any way, feel free to correct me.[/QUOTE]
IIRC, it still builds the collision for these areas, but doesn't for the void. But yeh, essentially it just needs some kind of entity.
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