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OPEN  Bug report #3348  -  Brush/vertex distortion and other problems when compiling
Posted Aug 09, 2012 - updated Jan 28, 2013
alextishin (alextishin) has been working on this issue since January 28, 2013 (20:48)
Issue details
  • Type of issue
    Bug report
  • Status
     
    Open
  • Assigned to
     alextishin
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     H-Hour
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Map Compiler (ufo2map)
  • Resolution
    Not determined
  • Priority
    3. Normal
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
    icon_customdatatype.png Not determined
  • Platform
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
Issue description
Item 3348 imported from sourceforge.net tracker on 2013-01-28 20:08:16

I've attached two test cases which show examples of brushes/faces getting distorted when they appear compiled in-game. The third case shows an example of brushes disappearing for reasons I'm not sure of. The maps should be placed into /maps/assets/ and compiled there. I've attached a .ufo file to make all three maps available in skirmish.

1. test_streetlights.map -- If you look at the top of the yellow pole, where a smaller white pole begins, you will notice some distortion on the vertex position. This only happens on the one that has not been broken into different levels and given visibility settings to only appear on the appropriate levels. My suspicion is that it is because it is a very long and thing pole.

2. test_busstop.map -- From one side of the glass, the faces are distorted. From the other side they are not. I'm not sure why.

3. test_brokenground.map -- Some of the dirt brushes at the bottom of the pile, where it spills out, disappear when compiled.
Comments Ported from Sourceforge  ⇑ top
natewr (2012-08-09 17:59:51)  ⇑ top
street lights example map
natewr (2012-08-09 18:00:15)  ⇑ top
bus stop example map
natewr (2012-08-09 18:00:33)  ⇑ top
missing ground brushes example map
natewr (2012-08-09 18:01:22)  ⇑ top
street lights example screenshot
natewr (2012-08-09 18:01:37)  ⇑ top
bus stop example screenshot
natewr (2012-08-09 18:02:53)  ⇑ top
broken ground example screenshot
natewr (2012-08-09 18:16:10)  ⇑ top
pipe end example screenshot
natewr (2012-08-09 18:16:40)  ⇑ top
pipe end example map
natewr (2012-08-09 18:17:22)  ⇑ top
UFO file to use maps in skirmish mode (includes test_pipeend.map)
natewr (2012-08-09 18:18:39)  ⇑ top
I've just added a fourth example that I remember stopped me from continuing to work on alien base ages ago.

4. test_pipeend.map -- It's supposed to be the curved end of a pipe or rounded container. As you'll see, two tiny gaps are created in the end.
natewr (2012-08-10 12:02:52)  ⇑ top
Graphic showing construction method for pipe end
alextishin (2012-08-11 12:36:18)  ⇑ top
One of pipe ends fixed by merging into single brush, other is left as is for comparison
alextishin (2012-08-11 12:42:55)  ⇑ top
Uploaded a fix for pipe end made by a hacked version of merge tool. As far as I can see, verts are still in place (and therefore on grid), so you can attach it seamlessly to other geometry created in similar way. IMHO, it could be better to have it as official tool in Radiant, but it's qurky right now and prone to generating strange geometry smileys/2.png Also, phong surfaces are somewhat broken now (which is obvious by looking at the pipe). Maybe it's time to finally fix it ...
natewr (2012-08-20 09:59:54.334000)  ⇑ top
The fixed pipe end looks very good in-game. Thanks for that fix.
Steps to reproduce this issue
Nothing entered.