Author Topic: [SOLVED] Cylinder "magic"  (Read 2675 times)

GlobalWarming

  • Posts: 23
  • Turrets: +1/-0
[SOLVED] Cylinder "magic"
« on: October 30, 2008, 04:23:34 am »
Hello!

When I build a cylinder (any density) and I build an acid tube or trap on it, the cylinder "swallow" it! This means, the acid or trap is there but can not be seen... Also can be destroyed (removed or by a human). I have noticed that not all sides of the cylinder behave in the same way. It doesn't happen with a polygon or simple brush...

I don't know if I'm doing something wrong or it is my compiler?

I'm using GTK radiant 1.5.0 (Linux) and Q3Map2

Thank you.
« Last Edit: October 30, 2008, 05:10:30 pm by Lava Croft »

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Cylinder "magic"
« Reply #1 on: October 30, 2008, 04:35:02 am »
It's just a patch bug.  Try player-clipping it.
spam spam spam, waste waste waste!

GlobalWarming

  • Posts: 23
  • Turrets: +1/-0
Re: Cylinder "magic"
« Reply #2 on: October 30, 2008, 05:19:10 am »
Thank you... what do you mean by "player-clipping" ?

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Cylinder "magic"
« Reply #3 on: October 30, 2008, 04:58:24 pm »
common-->clip surrounding it

and read some tutorials: http://tremulous.net/forum/index.php?topic=7497.0
« Last Edit: October 30, 2008, 04:59:58 pm by your face »
spam spam spam, waste waste waste!

Lava Croft

  • Guest
Re: [SOLVED] Cylinder "magic"
« Reply #4 on: October 30, 2008, 05:16:00 pm »
It is is preferred to use clipping brushes to clip off all patch meshes ('all' being the patch meshes you can (wall)walk on) in your map, since the default way Tremulous/Quake3 handles the clipping of patch meshes is pretty horrible. Use as simple shaped clipping brushes as possible, it will greatly improve the ease of navigating your map.