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.
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.
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.
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^I approve.
Then model in more destruction on the bridge and rerun lightmaps four times.
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.
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.
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.
Crates fix everything.
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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