View Full Version : Ghostwalls after Levelimport from JED
11-15-2002, 11:47 AM
Hello out there,
after importing an old level, that I created with JED for JK, I found a strange effect.
In the game there are some untextured brushes (I suppose they are brushes), that cannot be seen neither in JKRadiant nor in GtkRadiant. As you can imagine, the y block some important ways, so I'd like to remove them.
I deleted any brush around those problem areas and created new brushed without any success.
One of the walls looks like it had been breakable glass in JED thats all I remember, as I did it some years ago.
If anybody has an idea how fix this, ....
11-15-2002, 05:39 PM
Well, from my understanding it is very hard to import JK levels into JK2, since they used different mapping engines, and also, there were reports of importing levels causing more problems than being of any help. Some elite mappers even say a person would be better off reconstructing the map, then dealing with all the headaches that would be brought in by the JKL import plug-in for JKRadiant. Just a little heads up and trying to save ya from many headaches.
11-17-2002, 08:15 PM
You got two options. The first I tried before I discovered the easier option.
#1 Select all the brushes in your level EXCEPT for the ghostwalls(which you usually cant select anyways). With them selected open up a second instance of Radiant and copy the whole mass of red into it as a new map. Save the new map. Voila bad brushes gone.
#2 The easier way. Note the default texture on the ghost brushes. Open yourmap.map in notepad.(Make a backup of the map first) do a find in notepad for whatever texture those brushes were coated with. Now you just delete the brush block that refers to the ghost walls. Save and open in radiant and they should be gone.
Other than that feel free to email me if you still stuck.
11-22-2002, 04:07 PM
the second tip was the right one. I removed any brush containing 'unnamed-texture (well before I had to texture the level, which took a while), and suddenly, all these strange walls are gone.
The first tip woold have worked to, put copy and paste for about 1000 brushes doesn't work that fine.
Well , now I can start doing some cleanup, making it playable for multiplayer, adding some detail, etc...
thank you very much, excellent help !!!
11-24-2002, 07:17 AM
good deal dood. it also works for screwed up patch meshes and anything else in the mapfile
vBulletin®, Copyright ©2000-2015, Jelsoft Enterprises Ltd.