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
Mfx... Unless You Already Know...
#15458 posted by
JPL on 2015/09/18 20:56:09
You should read the Quake mapping Holy Bible, the Q1 tooltips from aguirRe (http://user.tninet.se/~xir870k/tooltips.txt)
JPL
#15459 posted by
mfx on 2015/09/18 20:58:41
I recite that before going to sleep. Everyday. Out of my head...!
Good !
#15460 posted by
JPL on 2015/09/18 21:00:07
You are forgiven, sinner !
Wow
#15461 posted by
ericw on 2015/09/18 21:00:44
Don't remember that page, looks like a gem!
Yep Its Gold.
#15462 posted by
mfx on 2015/09/18 21:08:40
And as it states, those portal cut away errors are not critical, you may end up with a total errorfree BSP that still has those errors when compiled.
Nowadays compilers aren't vulnerable to those errors, thanks to rebb and ericw!
Still you may find missing faces, small HOMs, nonsolid floors, all that jazz.
So better stackenblock* all on grid.
*stackenblocken
#15463 posted by
JneeraZ on 2015/09/18 21:24:04
Well, it's less the compiler I'm concerned about and more the engine. I'm sure those errors don't help with mysterious collision problems and such.
#15465 posted by
JneeraZ on 2015/09/18 21:27:36
"Try a value of -epsilon 0.0125, raising in 0.0025 steps. "
As a side note, Eric's QBSP has never heard of "-epsilon" ...
It Has Another Name For It?
#15466 posted by
mfx on 2015/09/18 21:28:30
Eric?
It's Hardcoded To 0.0001 In Tyrutils
#15467 posted by
ericw on 2015/09/18 21:33:09
I'll add -epsilon to the next build though
#15469 posted by
necros on 2015/09/18 23:27:14
Hmm.... Warnings = no fucks given :P
#15470 posted by
JneeraZ on 2015/09/19 01:08:23
OBJ2MAP -> Warning generator
#15471 posted by
necros on 2015/09/19 05:00:48
seriously though, even if i was falling through the ground... i'd just put a func_wall with skip over the invisible hole rather than bother trying to fix anything. it's faster and just as effective, not to mention transparent to the player.
I Dont Have That EA Attitude
#15472 posted by
mfx on 2015/09/19 06:00:07
Necros
#15473 posted by
negke on 2015/09/19 09:19:30
Drop the teenage rebellion attitude and go finish that dragon fortress!