Light leaks and missing/flipped faces
by Andrew Brady · in Constructor · 08/26/2007 (12:21 pm) · 21 replies
Hello Guys,
I know these things have been asked before, though for the life of me I couldnt locate an answer. In my level, it seam's that .. at random, a brush face is cut up and a section of that face is either flipped so you cant see it, or it is missing entirely. (picture below)

At first I thought it might be portals but I have triple checked all my portals and they appear to be all working perfectly.
Now light leaks.. It doesnt seam to matter if a but-up brushes perfectly, or bury them into the ends of each other so they overlap.. I still at times get light leaks, even when there are no "lights" in the level at all.. almost randomly.
I used contructor 1.0.2 with TGEA 1.0.2 (contructor 1.0.3 still screwes up levels with portals so I do not use it yet)
Any help would be appreciated.
I know these things have been asked before, though for the life of me I couldnt locate an answer. In my level, it seam's that .. at random, a brush face is cut up and a section of that face is either flipped so you cant see it, or it is missing entirely. (picture below)

At first I thought it might be portals but I have triple checked all my portals and they appear to be all working perfectly.
Now light leaks.. It doesnt seam to matter if a but-up brushes perfectly, or bury them into the ends of each other so they overlap.. I still at times get light leaks, even when there are no "lights" in the level at all.. almost randomly.
I used contructor 1.0.2 with TGEA 1.0.2 (contructor 1.0.3 still screwes up levels with portals so I do not use it yet)
Any help would be appreciated.
About the author
www.andrewjbrady.com
Torque 3D Owner Andrew Brady
The only issue still remaining with little work around are portals themselves. Portals seam to be very unreliable from export to export. While they won't work correctly in one export, they may if you export a .map again the exact same way with no changes. Until they are fixed, I will have to just export the same .map several times until they all decide to work at the same time. Not fun, but workable.
edit: In reference to the "distance cull" issue, nevermind, we have solved that now as well.