I'm building a computer lab for Half-Life 1.1.0.4 in QuArK (beta rel6 1-pre-3). I'm compiling with ZHLT 2.4.2. In one of the lab rooms, I have several shootable computers in a row. Each computer is a func_breakable entity containing 7 polyhedrons (keyboard, flat-panel, and CPU). Some of the computers are arranged with the CPU on the left; the others with the CPU on the right. I create this row by duplicating (Ctrl+D) one func_breakable group, then moving the new func_breakable over. Then I move the CPU for that computer to the other side. That gives me one computer with the CPU on the left, and another with its CPU on the right.
The problem occurs after I CSG+BSP the map. I get absolutely no errors, but there are what seem to be invisible brushes in the map. I cannot walk through them. If I shoot one of the computers, the "invisible brush" goes away, and I can walk by it normally.
If I have no computers in the room, everything is fine. When I put one computer in, it is fine. When I duplicate one computer and keep the CPUs on the same side, it is fine. When I duplicate one computer, and move the CPU for the new one, I get the invisible breakable brushes. (I also cannot shoot the invisible brushes to make them go away; I have to shoot the computer itself).
The weird thing is that if I move all the polyhedrons out of the func_breakable entity and just make them "world" brushes, I get no invisible brushes at all.
I have no idea if the problem is inherent to QuArK, or to the compiler, but I am guessing it is QuArK, because I have tried old versions of ZHLT back to 2.3.1. If anybody else has seen this problem, or knows how to fix it, I'd appreciate it. I've been working on it for over 12 hours now....
The problem occurs after I CSG+BSP the map. I get absolutely no errors, but there are what seem to be invisible brushes in the map. I cannot walk through them. If I shoot one of the computers, the "invisible brush" goes away, and I can walk by it normally.
If I have no computers in the room, everything is fine. When I put one computer in, it is fine. When I duplicate one computer and keep the CPUs on the same side, it is fine. When I duplicate one computer, and move the CPU for the new one, I get the invisible breakable brushes. (I also cannot shoot the invisible brushes to make them go away; I have to shoot the computer itself).
The weird thing is that if I move all the polyhedrons out of the func_breakable entity and just make them "world" brushes, I get no invisible brushes at all.
I have no idea if the problem is inherent to QuArK, or to the compiler, but I am guessing it is QuArK, because I have tried old versions of ZHLT back to 2.3.1. If anybody else has seen this problem, or knows how to fix it, I'd appreciate it. I've been working on it for over 12 hours now....
