View Full Version : Why does my map start me outside of it?
11-03-2002, 03:04 AM
I apologize if this has been in another thread already, and I thank whoever can actually fix it.
I made a huge room and beveled it to make it a giant cylinder of a room. I have one info_player_starts and 4 info_deathmatch_starts and they are correctly placed. The floor and ceiling are square, with length as long as the diamter of the cylinder to seal the floor and cieling (the ceiling is sky). No leaks apparently, which may be irrelevant.
The thing is when I test the room as simple as it is, it starts me seemingly outside of the map. I see nothing but darkness and the Hall of Mirrors effect,
yet there are no errors in the map file that I can identify.
Please Help... :( Thanks...
11-03-2002, 03:58 AM
One thing to try is to just place the info_player_start, and then compile, also look in the junk.txt file for any errors. And there has to be a leak somewhere because the HOM effect is caused of course when the VIS touches the VOID. Just some things to consider. Now, when you beveled it, did you make sure to CAULK behind the bevels, because Bevels are patches, NOT structural. So, make sure you put caulk behind any bevel that will be touching or be adjacent to the VOID. Bevels are invisible to the VIS, so that's whats causing the HOM, or at least, that seems like the most accurate guesstimate.
11-03-2002, 09:35 AM
Also it's possible that you placed an player_info_start outside your map somewhere by accident.
Press "Alt 1" to filter out the map itself and see only the entities. Then zoom out in the 2d window and have a look if there are any entities that shouldn't be there.
11-04-2002, 12:10 AM
thanks, i still have no idea what the problem was.... but i started it over and instead if making 4 bevels, i just used the cylinder command, which created another problem
everything is great except one half of the inner textured surface of the cylinder is shaped like half of an octagon instead of being round.... for some reason the texture is just floating there in that shape, and you can walk right thru it to the actual cylinder
thanks for the replies to the other problem, but i really need help with this now please.... :(
11-04-2002, 12:44 AM
You're required to Invert the Matrix of the curve. Right now, it's only animating the interior, which isn't suppoesed to be animated at all....Select it (and the various other curves in your map) and press Ctrl-I...Should work...
11-04-2002, 05:21 AM
Quotation, that's not the problem. This isn't just a regular cylinder inside of a room. My cylinder is the room itself. I wanted a room that was round. It's supposed to have the texture on the inside, and it works other than the fact that half of the cylinder is textured like an octagon and half is normally round. The cylinder itself is perfectly round, but the texture on half of it somehow takes on a different shape and floats there a few grids off of the cylinder in its own 4 sided shape (half of an octagon).
If anyone can figure this out, please, I still need an answer on how to make it texture roundly all the way around, or else I'm going to have to settle for a square room, which won't be as cool looking. :(
I know there's an expert out there who knows this sort of thing. Please help...
11-04-2002, 07:57 AM
Whoa boy. You should go back to the bevels. The cylinder creates too many problems.
Here's the deal. You got the HOM effect because you didn't put anything structural BEHIND your bevels. All you need is some solid brushes (walls) with caulk on them that seal up the area between the ceiling and floor. As Andy said - bevels are not structural, so you HAVE to have something containing your map other than the bevels.
Basically, even if you want a round room, it's still gotta be a box (rectangle) to the engine. ;) You get it now?
As for starting outside of it... try throwing some lights in your map so you can see when you try it in game where you are. Also make sure your info_player_start is INSIDE the bevels and on (or slightly above) the floor.
11-05-2002, 06:18 PM
Well thanks guys for all your answers. I'm doing fine now.
Since this has turned into the help wicked thread, can anyone tell me how to make a door open upward instead of sideways? Also, is it possible to use the clip tool the right way on curves?
11-05-2002, 06:40 PM
Select your door, press N, click on the 90 button on the left, then, highlight the angle key and change the value to -1 for up and -2 for down.
Or something like that ... ;P
11-05-2002, 11:14 PM
Originally posted by wicked69
Also, is it possible to use the clip tool the right way on curves?
you cant clip a curve, try pressing V and pulling the Verts.
11-08-2002, 06:47 PM
Ok, thanks again. This next thing is probably the most serious obstacle I've come across. I have a brush that doesn't show up in the map when I play it, and when I select it to try and delete it, radiant crashes. If it's unfixable I at least want to know the reason for it so I can avoid repeating this error. But I'd really love to fix it cuz it's in the way of something I'm trying to build.
Also, is it possible to make a switch to lock a door, and if so can you please explain to me how?
11-11-2002, 01:20 AM
Have you tried moving the offending brush so it's not in your way? If you can't delete it and it doesn't show up (and it crashes when you try and delete it) just move it.
11-11-2002, 02:08 AM
I said it crashed when I select it. So I can't move it either.
11-11-2002, 03:45 AM
Well then you've got 2 options, as I see it.
1) Select everything in the map EXCEPT the bad brush, copy it, and paste it into a new blank map.
2) Build thru the bad brush. If you can see it in Radiant, but you can't touch it or see it in the game, it should be fine.
11-11-2002, 03:47 AM
I was planning on going with that second option. Thanks.
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