Qbsp Still Doesn't Want To Play Nice.
#326 posted by Qmaster on 2013/05/08 18:40:04
Using version 10 now :)
....hlwads load good...
CSG... everything fine
6183 brushes
35535 brushfaces
yadda yadda
---- SolidBSP ----
1...37 38 39 40 41 42 43 44 45 46*********** ERROR ************
Mixed face contents in leafnode near (140.00 40.00 0.00)
no bsp made
This mix point (140, 40 ,0) is a corner where 4 brushes meet. The two walls tjunc. The floor tjuncs with the walls. And a lava brush tjuncs with everyone else. And then qbsp gives me this juncky error. I don't get it, compiles fine in txqbsp. I'll see if I can reproduce it with just those brushes in a dummy map.
Light Works In Version 10 Btw
#327 posted by Qmaster on 2013/05/08 18:43:19
Ah
#328 posted by ijed on 2013/05/08 18:43:59
I think that's not the junctions, just that you've got a sky brush touching a liquid brush.
Leave a gap between them, filled with regular brushwork if that'd cause a leak.
Qbsp Worked! But Only For 4 Brushes (inside Another Hollowed One)
#329 posted by Qmaster on 2013/05/08 18:57:49
Well qbsp finally worked. Wierd output though.
Seems I'm getting 352% for SolidBSP with every other % in between. After 100% they all run together.
....
57 mergedfaces
---- SolidBSP ----
1 2 3...... 94 96 98100101103105107108
110...347 349 350 352 200 split nodes
71 solid leafs
...
I'm still psyched up about having new compile tools! This is great. Multithreaded vis was way faster than my old one. Even between versions Tyrann has made improvements. Version .10 vis was about 8 minutes faster than .6 on a map with 6000+ brushes...surrounded by a cheater's cube!! :P
Tyrann's lighting was also much faster than my old bengt modified light, less than half as much time. Hurray for multithreading!
Ijed
#330 posted by Qmaster on 2013/05/08 19:09:57
Nearest sky brush is over 1000 units and several leafs away from that corner. But that's a good thought, you know I don't think I've ever tried bumping liquid up to sky before. huh.
Hrrmm... Still can't get tyr's qbsp to swallow this one map of mine. Granted, the map doesn encompass the ENTIRE grid in Worldcraft 3.3, but its only 16MB when compiled...so far.
Tried another smaller map. It worked FINE.
#331 posted by Tyrann on 2013/05/09 01:22:51
@quaketree - no _sunlight2 support right now, but I'll add it.
@mechtech - I think you are seeing this effect (and it's normal - just fill in the cavity to remove the overdraw).
@Qmaster - Yeah it's not obvious, but the '.' in the version string is a separator, not a decimal point. The old treeqbsp progress counter is a bit whacky and will be getting replaced. Happy to take a look at the compile problem if you send me a .map and any wads I'll need to compile it.
I might make a discussion thread for the utils because we're not really talking about version 0.5 anymore :)
Here Tyrann...
#332 posted by Qmaster on 2013/05/10 03:35:43
Tried it on another large map of mine.
I sent you an email with my .rmf and .map files and the log that qbsp spit out zipped up in city_src.zip
Tyrann
#333 posted by quaketree on 2013/05/10 05:34:27
@quaketree - no _sunlight2 support right now, but I'll add it.
Spiffy. I'm guessing that adding features that other popular compilers already support can only boost the use of yours.
#334 posted by Tyrann on 2013/05/10 06:39:08
@Qmaster: cheers, will take a look over the weekend.
What Would Be Really Cool Is...
#335 posted by Qmaster on 2013/05/11 17:12:12
Qbsp support for displacement to brushes automatically with a command parameter of dispheight to set the thickness to automatically offset from a displacement surface's normal (negative normal that is) from hammer.
Oh and a command param to disable it such as
-nodisp
Hm
#336 posted by ijed on 2013/05/15 17:46:43
Looks like I've got the same mixed face contents in leaf error.
The map is unsealed though, so will fill in the gaps first.
Comes under the same specifications as QMaster's map - the sky is nowhere near the brushes in question, although there is liquid there.
Ok, Got It
#337 posted by ijed on 2013/05/17 01:16:25
The tools don't support non-rectangular liquid brushes. If used then they produce the 'mixed face contents in leaf node' error and don't build the bsp.
#338 posted by Tyrann on 2013/05/17 11:39:26
That's pretty weird. Let me test that...
#339 posted by Tyrann on 2013/05/17 11:45:30
Not just non-rectangular.
ijed: got a fairly simple test case which show the incorrect mixed face contents problem?
Sure, I Can Make One
#340 posted by ijed on 2013/05/17 16:32:51
Will send it sometime today.
Sorry
#341 posted by ijed on 2013/05/17 22:55:40
Looks like I won't have time today. I should be able to set up a few test maps easily enough Monday though.
Oh That Makes Sense..
#342 posted by Qmaster on 2013/05/20 00:06:51
The small map I got to compile didn't have any liquid brushes.
The two larger maps I tried both gave errors on liquid brushes that were clipped at angles in the corners.
Wierd... I wonder what would have broken that support.
Oh And Also
#343 posted by Qmaster on 2013/05/20 00:10:26
Rectangular liquid brushes that get tjunc-ed such that they result in more than 4 sides (square/rect) volumes don't work either, although it seems kind of random from my few trials. Hard to make out what is going on when there is such complicated geometry clipping with this one large liquid brush.
I'd look into it but I'm busy this weekend.
#344 posted by Tyrann on 2013/05/20 06:00:23
No problem, I've had very little time for this the last couple of weeks anyway. Will be away this weekend too, hopefully back to normal later next week.
No Home PC
#345 posted by ijed on 2013/05/20 13:23:39
For me.
Not sure if this has already been requested, but a few people have been experimenting with GI solutions recently, starting with slapmap.
I know you mentioned implementing _sunlight before, how about making adding a new field as well _suns / _suns2 which would add additional lights in a distributed pattern to create the GI effect?
I haven't experimented with it properly yet, but it'd be pretty cool to have it at base level in the tools.
#346 posted by Tyrann on 2013/05/21 06:59:50
_sunlight is of course already there, but I will be adding _sunlight2/3 to emulate the bjp tools behaviour and I expect I'll add another mode where the light sources are more evenly spread.
Cool
#347 posted by ijed on 2013/05/21 15:33:11
Do you still need the test maps? Not in the office today....
Tyrann
#348 posted by mfx on 2013/05/27 00:38:48
what does light.exe warning: no model has face xxxxx try to tell me?
seeing no drawbacks, just curious.
maybe Alpha func_walls?
#349 posted by Tyrann on 2013/05/27 08:48:20
Light checks the face number against the surface start/end numbers in the bsp submodels to determine which model it belongs to. I think metlslime's newskip tool changes the start/end numbers of the models when removing skip surfaces but doesn't actually remove the faces from the bsp.
In that case it's harmless, but if you're not using newskip, I'd be curious to know how you got this error.
Tyrann
#350 posted by mfx on 2013/05/27 17:09:01
using rebbs jury rigged tools, which support skip removal.
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