Posted by Nahaku on November 03, 1998 at 20:45:52:
In Reply to: Re: I flubbed-up posted by M. Kennedy on November 03, 1998 at 16:42:35:
HOM is caused by the game engine not knowing or having anything to display past a surface, usualy an adjoin. Things to check for are these:
First, use F10 the consistency checker to make sure your level has no errors. You may have invalid revers adjoins if you used Jed's "undo cleave" feature.
2.Never "force" an adjoin. If the surfaces won't adjoin when you use the command, they are not meeting up. Don't try and set the flags to make 2 surfaces adjoin by hand...it will almost certainly cause HOM.
3. Make sure your surface is not set to be "translucent" or that it has any transparent .mat files on it, if there is nothing behind it. IE, if your surface that is HOMing is a boundary wall to the level, and "nospace" is behind it, there is nothing for the game engine to display and you get HOM.
4. Make sure that if you have a 3do, especialy a door, that it is entirely in it's very own sector, especialy if it uses frames make sure of this where each of it's framed positions are at. Door frames and elevator tubes are aesy prey for HOM, even a couple of MotS MP levels have it, it can be a pain in the ass.
5. Sometimes, if you have adjoined 2 sectors, it is possible for one vertex of a sector to come loose as it were. I believe this is an intermitent problem Jed has, but I have accidentaly moved vertices when in that mode, and it doesn't take much for 2 surfaces to be thrown off by this. When it happens, they still read as adjoined, though you will probably have a non-convex sector. Sometimes there is no consistency error, but this still happens. If you can zoom in nice and tight and know right where the problem is, you can fix it. Set your grid snap to .0005, and select verex mode. Highlight the offending vertex, and press SHIFT with the mouse button to drag the vertex and make it snap to the one you need to move it to.
I hope this helps you out, if you do find out specificaly what is causing it, let everyone know. If you are at wits end and want someone else to look at it for you, I will. I may not be able to figure it out either, but I have done a fair ammount of debugging for both myself and a few other people. My e-mail address is nbar@mt.arias.net my name is Nathan. I probably won't be able to dig into it real deep until Thursday night or Friday some time if you do send it to me. Good luck, what ever you do!