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#15433 posted by Rick on 2015/09/15 05:33:31
You need to post the exact error message. If it's warning: CutNodePortals_r:new portal was clipped away, that can be ignored or fixed depending on where it is. I can't off hand remember any other errors that mention "clip".
Ruin
#15434 posted by ericw on 2015/09/15 05:45:25
couple of ideas:
-Make sure you're on the latest TB1 release (1.1.6).
-Use the "force integer plane points" mode in Map Properties. (save a backup first)
-Try both rebbs tools ( http://www.voidspark.net/projects/bjptools_xt ) and tyrann's/mine: http://ericwa.github.io/tyrutils-ericw/
-keep the map boundary brushes that face the void tidy, use simple rectangular slabs
-give the .PTS viewer in TB another chance. the leak lines can look like nonsense at first but try following the line from one end to the other.
Can't Find A Light Leak
I picked up a map I abandoned ages ago, because I think the map itself is a nice design. I have a light leak that I can't find. No matter what I do it tends to persist.
Can one of you guys help me find the culprit brush?
https://www.dropbox.com/s/229q4jt4rbuvmt8/hellvert.map?dl=0
As an aside, should I persist and try and find said leak now, or should I continue with the map and try and find it later?
Cheers.
#15436 posted by - on 2015/09/16 15:00:28
Can't open that .map in gtkradiant... weird?
Anyway, generally the best way to find a leak in a weird place is to cover half the map in a large brush, compile, if it still leaks, cover half the leaky side in a brush, etc etc until you narrow down the area where it leaks.
If it's a bad brush, it will likely be something non-cube, so keep that in mind once you narrow down the area.
Thanks Scampie
I have a non-ideal solution that works for the time being. I will need to revisit it later though...
#15438 posted by adib on 2015/09/16 18:20:20
You wrapped the whole level inside *rift1 liquid walls? When I replaced all *rift1 with a solid texture it worked.
The Shame
rift is liquid?
I "solved" the problem by putting a giant hollowed cube outside of the sky. I thought I still had shitty geometry that was causing the problems.
#15440 posted by JneeraZ on 2015/09/16 18:56:29
If the texture name start with a "*" it's liquid.
#15441 posted by Lunaran on 2015/09/16 19:52:29
Don't box your maps because you can't find a leak. Every editor loads pointfiles, just use the tools to fix the leak. Otherwise you're tripling the size of your .bsp with a ton of useless surfaces, all lightmapped with acres of black.
The compiler needs a leak-free hull to know what surfaces to prune away. When you put the whole map in a box, the compiler prunes away just the outside of that box and keeps everything else.
Lunaran
yeah, it was a temporary measure, now that I've changed my sky back to a solid >_> there are no leaks
Enliten
#15443 posted by adib on 2015/09/17 04:33:34
I liked the navigation. Actually I'm resisting the temptation to steal your level.
Here is a demo with the Reaperbot:
http://quaketastic.com/files/demos/multiplayer/hell_adib.7z
Adib
Thanks man.
Whenever I see bots play I'm always reminded that they're accurate idiots.
I'm still not sold on the teleporter destinations. When I first made the map it had really good flow, but would have been confusing for players, as the teleporters they came out by didn't teleport them to where they came from.
So I decided to make the borders of the teleporters and the destination pads textured similarly, so that the player would get used to what comes out where.
In hindsight I'm not sure if adding a mnemonic to remember destinations is worth the sacrifice.
#15445 posted by adib on 2015/09/17 09:29:21
I missed it because I don't have the textures. I played on checkers, mostly. If you don't mind I'd love to make a "reload", new version or whatever (of a map that's not even finished, I know). But if you mind, no problem, looking forward to play it :D
Sure Thing
Let me know if you need me to reupload the .map file as I removed it from dropbox.
If you want to play the textured (latest) version to get a better feel for what I was going for I've uploaded it: https://dl.dropboxusercontent.com/u/108695968/hellvert.bsp.zip
It's still incomplete but it's getting there.
Adib
Yay!
#15448 posted by adib on 2015/09/17 20:06:06
Clipping
#15449 posted by Ruin on 2015/09/18 04:19:42
The message is:
WARNING: CutNodePortals_r:new portal was clipped away
This is the only warning I'm getting. No more warnings about leaks, but it still won't vis. It's not writing the prt file, but it's also not writing a .por file either, so I can't pinpoint the clipping portals, or the leaks.
Sorry it took me so long to write this.
That Warning
#15450 posted by ijed on 2015/09/18 04:30:01
Is not stopping Vis AFAIK...
Paste The Complete Qbsp Output Please
#15451 posted by mfx on 2015/09/18 07:31:37
use pastebin.
#15452 posted by JneeraZ on 2015/09/18 12:04:25
I get about 5,000 of those warnings every time I make a map. I wouldn't worry about it. I can't remember the last map I made that had clean output from QBSP...
Lolwhut?
#15453 posted by mfx on 2015/09/18 13:43:10
I usually fix those, because i can.
#15454 posted by JneeraZ on 2015/09/18 17:44:45
How? I'm willing to learn but I have no idea what it's even talking about so ...
#15455 posted by mfx on 2015/09/18 19:36:17
Well, i had the intent to document my experiences with all those errors (and how to fix them) anyway.
Thing is, i probably need visual examples, be it drawings or map snippets to explain this in detail.
But, for those errors to appear in thousands, you prolly have to raise the machine epsilon first.
Try a value of -epsilon 0.0125, raising in 0.0025 steps.
I compile often, just to look at the output, not loading the map in engine. I do this regularly, after adding rooms, rockwork, special detailed structures..
So i am able to nail those errors down very early, not having to check whole maps afterwards.
Next thing to check are those suspicious coords like having a vertex at 800 -64 - 128.0000023.
Those are the bane mostly, locking them to grid fixes portal cut away errors, at least for me.
When i find a portal error i cant fix with above methods/precautions, i make a new small brush at the specified coords, and look to "expand" existing brushwork to cover that brush.
Can be anything, pillars, more rocky wobbles, anything. Usually this all leaves me with no errors in the end.
I admit, the "real" reason for those is cloudy to me too, looking at the src left me shaking my head til dizzyness. :)
More later, must consult a friend.
OK
#15456 posted by mfx on 2015/09/18 19:53:06
floating point stuff is the main reason for those errors to appear, just reassured. Build stuff on grid!
#15457 posted by JneeraZ on 2015/09/18 20:52:58
Thanks a ton, man! I'll try to put that into practice on my next map and see what happens... Clean compiler output would be nice for a change. :P
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