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> Need some help..., Leaf portals help
Outlander
Posted: December 13, 2004 02:41 am
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Ok guys The hammers forums are no help so Im going to ask you guys because you guys know what you are doing...

I keep getting a "Leaf portals saw into leaf" in my Compiler Process Window and because of it I cant get in to my map to test it. How do I fix this?


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italian413
Posted: December 13, 2004 10:02 pm
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QUOTE (Outlander @ Dec 13 2004, 02:41 AM)
Ok guys The hammers forums are no help so Im going to ask you guys because you guys know what you are doing...

I keep getting a "Leaf portals saw into leaf" in my Compiler Process Window and because of it I cant get in to my map to test it. How do I fix this?

yo are there any guns skins


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italianpimp413
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(4THIDUSA) SSG H.
Posted: December 13, 2004 10:16 pm
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under your compile options compile with -full vis instead of normal or fast, a full vis was meant to fix those


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Ram1
Posted: December 13, 2004 10:52 pm
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not exactly, tho a full vis will sometimes and i say (sometimes) work over this error, your map r_speeds in that area will be drastically affected, and add to that the fact your compiling time will incress by a factor of 1000 because (vis) will slow down due to the amount of calculations that portal will cause,and at the end you can even end up with the WOM effect.

the best way to fix this problem is by going to the reported coordinates, and look arround for complex brushs, and either turn these ones into func_wall, or make sure that no brushs in that area are overlaping.

example: if you have 2 carved triangles, and they are overlaped creating a concave result, this will create the error.

most of the times you'll see this error with vertex manipulations, and overlaping carved brushs.


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fcuk
Posted: December 13, 2004 10:59 pm
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oh yeah, overlapping brushes... i could still fix around 100 of these in bb_deadaim...


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Outlander
Posted: December 14, 2004 02:30 am
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thanks for the help some of the sandbags I had setup were over lapping and that what was doing it.


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