Line#
#226 posted by mechtech on 2013/04/10 20:43:31
Changed the texture in trenchbroom and saved. As long a brush order was not changed on save. brush starting at line# 15116-15127 and 15128-15139 are two that will not load in Hammer 3.4 build 2363
5th
#227 posted by Tyrann on 2013/04/11 01:10:48
Thanks, looking at it now.
#228 posted by Tyrann on 2013/04/11 02:33:34
Wow, this is an interesting one!
There are some odd plane definitions, just off the grid like this one:
( 55.9998779296875 103.99990844726562 -72 ) ( 80.00042724609375 128.00054931640625 -72 ) ( 55.9998779296875 103.99990844726562 -88 ) tech04_6 0 0 0 0.5 0.5
But the pointfile my qbsp is generating looks like complete garbage. Might take a while to work it out, but I think it's worth finding out exactly what is going on.
Yeah..
I only ever bring problems to the table, I'm kind of a jerk like that. But at least you have a complete maniac messing around with all these tools, should make for fun times!
Maybe
TB should round the plane points if they're this close to integers. OTOH, the way the vertices are generated, small changes to plane points may yield big changes to vertex positions.
Can't Bsp A Map That Compiles Fine With Other Tools :/
#231 posted by than on 2013/04/17 14:19:04
Getting this error:
---- GrowRegions ----
*** ERROR 43: Internal error: entity->iVertices > entity->cVertices
I'll mail you the map if that's ok? It's made in Worldcraft by the way.
Light Not Working For Me
#232 posted by mechtech on 2013/04/17 14:49:31
---- light / TyrUtils v0.7 ----
running with 2 threads
BSP is version 29
using minlight value 40 from worldspawn.
Colored light entities detected: .lit output enabled.
************ ERROR ************
LoadEntities: MAX_MAP_ENTITIES
BSP built with version 0.7
Same map will light with mhlight.exe
Error 43: Entity->iVertices > Entity->cVertices
#233 posted by Stahlkralle on 2013/04/17 17:56:32
@than:
had this error too.
was skip texture on some surfaces of clipped or vertex edited brush entity.
Probably
#234 posted by than on 2013/04/18 02:11:11
somewhere in the map, given the number of clipped or vetex edited brushes in it. I don't see why that would cause a problem though :/
Are you also using Worldcraft 1.6a? I didn't think anyone but me used it these days (I think most people use 3d accelerated 3.3)
#235 posted by Tyrann on 2013/04/18 02:26:08
@than, @Stahlkralle, @mechtech
Thanks for the bug reports guys. Both issues should be fixed now - please try the new snapshot and let me know if that's fixed it.
Thank You
#236 posted by mechtech on 2013/04/18 03:02:47
Map compiles fine now!!!
The func_detail thing is working great. Like getting a new CPU. vis is no longer the enemy.
No Luck :(
#237 posted by than on 2013/04/18 04:32:33
---- GrowRegions ----
35%---- light / TyrUtils v0.7 ----
extra 4x4 sampling enabled
GrowRegions breaks with no error at 35% and then light won't run because there is no bsp :/
Did you manage to get my map to compile? If so, maybe there is some problem with the current version. It's currently under all limits and is compiling fine with aguirre's qbsp though.
#238 posted by Tyrann on 2013/04/18 05:07:49
@than: yes it compiled here, although without textures - I'll try to work out which wads I need, but feel free to just email them to me if that's easy enough.
Slimeskip
#239 posted by mechtech on 2013/04/18 05:08:09
Causes HOM. Works like slime but does the HOM like a worldbrush with skip texture.
Using snapshot from post #235
Oh, Wait
#240 posted by Tyrann on 2013/04/18 05:34:29
I'm a dummy and messed up the test map. This time for sure, Rocky!
tyrutils-0.7-10-g7e6474c-win32.zip
#241 posted by Tyrann on 2013/04/18 05:36:55
@mechtech: that's expected unless you compiled with -transwater so that liquids don't block visibility.
RTFM
#242 posted by mechtech on 2013/04/19 03:57:22
Tyrann my mistake. -transwater did it.
Thanks
-transwater
#243 posted by mechtech on 2013/04/19 04:52:23
Using -transwater switch causes vis to crash. No errors reported by the program. I get the windows crash warning. Then it goes on to light. Map will run. I emailed the map and wad.
Than, Mechtech
#244 posted by Tyrann on 2013/04/19 05:20:00
Thanks guys - there does appear to be a problem with the skip support at the moment. As a workaround, I've added a "-noskip" option to the latest snapshot so you can use that and then run the extra "newskip" tool afterwards.
I'll try to get to the bottom of it this weekend and get a proper fix in there.
Thanks!
#245 posted by than on 2013/04/19 12:32:55
I'll give that a whirl
Skip Fixed, Vis Crash Fixed
#246 posted by Tyrann on 2013/04/21 03:03:51
@than, @mechtech:
Please give this snapshot a try - both your maps are compiling for me now.
There are still some interesting HOMs in mechtech's map which I'd like to try and solve before I do a new release, but they don't seem to be related to skip at all.
Snapshot
#247 posted by mechtech on 2013/04/21 05:45:31
Compiles, no vis crash, HOM is odd. I removed func_detail and compiled with Txqbsp, newskip, WVis and mhlight just to make sure I hadn't screwed up the map. Compiled without error and no HOM.
HOM Fixed
#248 posted by Tyrann on 2013/04/21 06:10:56
As I thought, the HOM was my fault - qbsp bug.
This new snapshot should hopefully be bug free! I'll do a release if this one looks okay. Thanks again for testing!
Hahaha
This new snapshot should hopefully be bug free!
You jinxed it! ;-)
No HOM
#250 posted by mechtech on 2013/04/21 15:31:59
I compiled with the new snapshot. HOM is gone. I expanded the use of func_detail in the map. I haven't found any bugs yet, I'll keep trying to break things.
I do have an idea that might be useful for beta testing. Could a command line switch be setup to cause func_detail to use a specific texture. I could then run through a map and see better what can be optimized.
example
http://www.quaketastic.com/upload/files/screen_shots/detail1.jpg
http://www.quaketastic.com/upload/files/screen_shots/detail2.jpg
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