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Fix the second passage to alien base's navmesh #6

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merged 1 commit into from
Nov 3, 2022

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necessarily-equal
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Fix part of #5, the first problem in that issue.

After: (and with a map compilation in netradiant, /navgen all and /map_restart)

Screenshot from 2022-10-30 04-38-41

We can see the navmesh is continuous

@@ -63848,11 +63840,11 @@ shared_ex/base1a
( 64 1360 464 ) ( -64 1368 464 ) ( -64 1360 464 ) common/caulk 0 0 0 0.25 0.25 0 0 0
}
{
( 904 -192 128 ) ( 904 -224 128 ) ( 872 -192 128 ) perseus_ex/base1a_nonsolid 256 192 0 -0.25 0.25 0 0 0
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@illwieckz illwieckz Oct 30, 2022

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I recommend you to duplicate textures/perseus_ex/base1a_nonsolid as textures/perseus_ex/base1a in scripts/perseus_ex.shader and remove nonsolid parm, and use perseus_ex/base1a instead.

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tbh what was there previously looks like a mistake. There were two brush with similar looks nut differently-sized features so I just replaced that to use one brush with a floor grid texture from another part of the map.

It really just looked like the texture choice wasn't intentional

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okok

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LGTM

@necessarily-equal necessarily-equal merged commit b87236c into master Nov 3, 2022
@necessarily-equal necessarily-equal deleted the fix-navmesh-backdoor branch November 3, 2022 15:51
illwieckz added a commit that referenced this pull request Nov 26, 2022
fixup for b87236c from #6

sealing surfaces should not be translucent
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The surface was translucent and then the visibility was leaking, breaking map compilation.

I fixed it in f34a116

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Oh derp, thanks!

Note to self: testing maps using novis isn't enough

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We have a “leak test” build profile in NetRadiant build menu. 😉️

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2 participants