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Thread: [WIP] Precipice

  1. #521
    Senior Member TEMPTii's Avatar
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    Re: [WIP] Precipice

    Just put a tree on the bridge. If I saw a tree obstructing my path I'd navigate as far from it as I can possibly falling off the other side.

  2. #522
    Member POQPrince's Avatar
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    Re: [WIP] Precipice

    Of course, you could place a wrecked vehicle at the spot (if crates, trees or boxes are too tacky).

    Actually, a flaming or burnt out vehicle (like one of Penguin's new Pelicons hanging over the edge) might be pretty cool.


  3. #523
    Hey there! Llama Juice's Avatar
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    Re: [WIP] Precipice

    ^I approve.

    Then model in more destruction on the bridge and rerun lightmaps four times.

  4. #524
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: [WIP] Precipice

    You could place some forerunner stock metal (scraps) over the phantom BSP if you want a simple solution with modeling in too much. I think if the Bridge is also destroyed, there should be some scrap metal here and there. That, or you could place an exploded vehicle over it.

  5. #525
    Bitchin' Sitar Solos nuttyyayap's Avatar
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    Re: [WIP] Precipice

    Maybe just put a large box over it?
    Just a question, what IS phantom BSP?

  6. #526
    For Gnomejas sevlag's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by nuttyyayap View Post
    Maybe just put a large box over it?
    Just a question, what IS phantom BSP?
    its a piece of solid geometry that SHOULDN'T be there, but is, akin to the random ass invisible walls and floors on yoyorast island

  7. #527
    Foot Dragger ejburke's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by nuttyyayap View Post
    Maybe just put a large box over it?
    Just a question, what IS phantom BSP?
    It's a collision compile error. Usually happens around nearly coplanar surfaces that are vertically oriented (ie walls). Also, it usually only happens around one nearly coplanar error at a time. So, if you fix the problem, the invisible mass just migrates elsewhere.

    My advice to Silicon is to try to persevere and fix the problems. The big, featureless abyssal walls look to be the culprit. Add more geometry to break up the big flat surface or just rough it up and make it a rock wall and Tool will be grateful.
    Last edited by ejburke; October 3rd, 2010 at 11:50 AM.

  8. #528
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by ejburke View Post
    My advice to Silicon is to try to persevere and fix the problems. The big, featureless abyssal walls look to be the culprit. Add more geometry to break up the big flat surface or just rough it up and make it a rock wall and Tool will be grateful.
    Actually, these two errors are caused by a single part of the railing, one on each end of the bridge. Honestly most people won't hit these errors due to their location- I drove back and forth on the bridge a bunch of times trying to pinpoint the first one, and the only reason I know about the second one is because Skarma found it by accident. I missed it every time I drove over the bridge.

    Ugh- I know the right thing to do would be to fix them and redo all the lightmaps, again. But every time I do that I lose more and more energy. I'm getting pretty frustrated.

    Would anyone be willing to assist me in fixing a few of the lightmaps? Even a little help would be appreciated. I need assistance in unwrapping the lightmaps uvs- the rendering is no trouble.
    Last edited by Siliconmaster; October 3rd, 2010 at 12:37 PM.

  9. #529
    Hey there! Llama Juice's Avatar
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    Re: [WIP] Precipice

    Crates fix everything.

  10. #530
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Alright, after thinking about it, I've decided that it would be a good idea to have some forerunner debris anyway on the bridge. I'll make it look as natural as possible, and then people will just avoid those two areas. Simple, effective, and best of all, I don't have to unwrap the lightmap uvs for the 3rd time.

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