[Gtkradiant] degenerate brushes

Timothee Besset ttimo at idsoftware.com
Tue Sep 16 12:46:40 CDT 2008


Float brushes are a very bad idea. The decompiler should probably work
extra hard to come up with integer coordinates, or introduce a new
geometric type made of tris directly to avoid the problem.

There may be an option to have the current q3map2 read float brushes
without clamping them, but I don't know it, and it's a bad idea anyway,
so if you have other problems elsewhere in the map because of using it,
don't be surprised.

TTimo

Patrick Gassenbauer wrote:
> Hi!
>
> I wanted to know more about static bugs in quake3 (like getting stuck in a wall,.....), so I started a thread called "Quake 3 Mapping Bugs" at quake3world.com in Level Editing Forum.
> After that I contacted ix-ir who seemed to know more about this bug than all the other people.
> We opened the mapfile from maps that have these bugs (examples: the old version of q3dm6 - q3dm9 and a defrag map called runmikrob-3 which uses the bug).
> We found out that degenerate coordinates from brushes cause this bug:
>
> ( -86.6649932861 -300 116 ) ( -84 -300 108.0039978027 ) ( -84 -288 108.0039978027 ) 13island/13 0 0 0 0.5 0.5 0 0 0
>
> ( -86.6679992676 -288 116 ) ( -84 -288 116 ) ( -84 -300 116 ) 13island/13 0 0 0 0.5 0.5 0 0 0
>
> ( -84 -288 108.0010070801 ) ( -84 -288 116 ) ( -86.6670074463 -288 116 ) 13island/13 0 0 0 0.5 0.5 0 0 0
>
> ( -84 -300 116 ) ( -84 -300 108 ) ( -86.6679992676 -300 116 ) 13island/13 0 0 0 0.5 0.5 0 0 0
>
> ( -84 -288 116 ) ( -84 -288 108 ) ( -84 -300 108.0010070801 ) 13island/13 0 0 0 0.5 0.5 0 0 0
>
>
> (This is a degenerated brush from runmikrob3 (http://q3a.ath.cx/?mapdetails=runmikrob-3). I asked the author of the map and he allowed to decompile it.)
>
> When I recompile the decompiled mapfile - the compiler seems to fix the degenerated coordinates. Like to:
>  	// brush 56
> ( -96.000 -312.000 96.000 ) ( -96.000 -312.000 16.000 ) ( -96.000 -296.000 16.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
> ( -80.000 -296.000 96.000 ) ( -80.000 -296.000 16.000 ) ( -80.000 -304.000 16.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
> ( -88.000 -312.000 16.000 ) ( -96.000 -312.000 16.000 ) ( -96.000 -312.000 96.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
> ( -96.000 -296.000 96.000 ) ( -96.000 -296.000 16.000 ) ( -80.000 -296.000 16.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
> ( -96.000 -296.000 16.000 ) ( -96.000 -312.000 16.000 ) ( -88.000 -312.000 16.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
> ( -96.000 -312.000 96.000 ) ( -96.000 -296.000 96.000 ) ( -80.000 -296.000 96.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
> ( -80.000 -304.000 96.000 ) ( -80.000 -304.000 16.000 ) ( -88.000 -312.000 16.000 ) 13island/13 0 0 0 0.5 0.5 0 0 0
>
>
> What i want to know is: How can I reproduce the bug? Sounds strange but I want to use this static bug for a map. ( I am mapping for a quake3 mod called DEFRAG)
>
> So, how can I influence q3map2 to get this bug ingame?
>
>
>
> Regards, Morbus.
>   




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