Whole Map Being Renderd...fix?

OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
edited July 2003 in Mapping Forum
Ok, now I see what my problem is. The whole map is being rendered in gl_wireframe, I can see the whole map. I never had this problem in HLDM, what can I do to prevent this?

Here is a picture of me in the ready room, and in marine start with the whole looking at the floor and walls, and the whole map is being rendered--how do I fix this?

Comments

  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Don't take this the wrong way - but your HLDM maps are mostly one room, so you probably -are- seeing the entire map; it's just not a problem in those cases.

    You need to run a full vis compile by adding -full to the HLVIS executable. This will run the extra calculations to actually allow the VIS process to function, rather than just rendering everything. If you -are- running a full vis (which, quite honestly, is unlikely) then something else has gone HORRIBLY wrong in the compile process.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    I'm running in full--here is my Compile Procc:

    hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlcsg -----
    Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "c:\program files\valve hammer editor\maps\ns_second95"
    Entering c:\program files\valve hammer editor\maps\ns_second95.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ on ] [ on ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ None ] [ None ]
    min surface area [ 0.500 ] [ 0.500 ]
    brush union threshold [ 0.000 ] [ 0.000 ]

    Using mapfile wad configuration
    Wadinclude list :
    [zhlt.wad]

    37 brushes (totalling 226 sides) discarded from clipping hulls
    CreateBrush:
    (17.41 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (9.89 seconds)

    Using Wadfile: \sierra\half-life\valve\halflife.wad
    - Contains 10 used textures, 10.42 percent of map (3116 textures in wad)
    Using Wadfile: \sierra\half-life\ns\ns.wad
    - Contains 62 used textures, 64.58 percent of map (578 textures in wad)
    Using Wadfile: \sierra\half-life\valve\osm.wad
    - Contains 22 used textures, 22.92 percent of map (25 textures in wad)
    Using Wadfile: \sierra\half-life\valve\liquids.wad
    - Contains 1 used texture, 1.04 percent of map (32 textures in wad)

    added 7 additional animating textures.
    Warning: ::FindTexture() texture QWALLMOUSE not found!
    Warning: ::LoadLump() texture QWALLMOUSE not found!
    Texture usage is at 3.16 mb (of 4.00 mb MAX)
    28.17 seconds elapsed

    ----- END hlcsg -----



    hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlbsp -----
    Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "c:\program files\valve hammer editor\maps\ns_second95"

    Current hlbsp Settings
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    nofill [ off ] [ off ]
    null tex. stripping [ on ] [ on ]
    notjunc [ off ] [ off ]
    subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
    max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


    BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_second95.prt'
    22.11 seconds elapsed

    ----- END hlbsp -----



    hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlrad -----
    Command line: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe "c:\program files\valve hammer editor\maps\ns_second95"

    -= Current hlrad Settings =-
    Name | Setting | Default
    --------------------|---------------------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    vismatrix algorithm [ Original ] [ Original ]
    oversampling (-extra)[ off ] [ off ]
    bounces [ 1 ] [ 1 ]
    ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    maximum light [ 255.000 ] [ 256.000 ]
    circus mode [ off ] [ off ]

    smoothing threshold [ 50.000 ] [ 50.000 ]
    direct threshold [ 25.000 ] [ 25.000 ]
    direct light scale [ 2.000 ] [ 2.000 ]
    coring threshold [ 1.000 ] [ 1.000 ]
    patch interpolation [ on ] [ on ]

    texscale [ on ] [ on ]
    patch subdividing [ on ] [ on ]
    chop value [ 64.000 ] [ 64.000 ]
    texchop value [ 32.000 ] [ 32.000 ]

    global fade [ 1.000 ] [ 1.000 ]
    global falloff [ 2 ] [ 2 ]
    global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
    global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
    global light scale [ 1.000 ] [ 1.000 ]
    global sky diffusion [ 1.000 ] [ 1.000 ]

    opaque entities [ on ] [ on ]
    sky lighting fix [ on ] [ on ]
    incremental [ off ] [ off ]
    dump [ off ] [ off ]

    colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
    diffuse hack [ on ] [ on ]
    spotlight points [ on ] [ on ]

    custom shadows with bounce light
    [ off ] [ off ]
    rgb transfers [ off ] [ off ]


    [Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
    [101 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

    Warning: No vis information, direct lighting only.
    10492 faces
    Create Patches : 60148 base patches
    0 opaque faces
    741685 square feet [106802680.00 square inches]
    882 direct lights

    BuildFacelights:
    (613.14 seconds)
    FinalLightFace:
    (0.64 seconds)
    620.39 seconds elapsed [10m 20s]

    ----- END hlrad -----
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    Here is my compile peram: -low -noinfo -estimate -extra -nomatrix -bounce 1
    -smooth 90 -chop 32 -texchop 16 -coring 0.01 -dscale 1
    -fade 1.1 -full
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--OneSneakYmousE+Jul 19 2003, 12:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jul 19 2003, 12:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm running in full <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, no you aren't. You've completely omitted the VIS process. Hence, the source of the problem.

    HLCSG --> HLBSP --> HLVIS --> HLRAD
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    You aren't running vis at all. Your log shows this- the vis section should be in between the bsp and rad sections.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    edited July 2003
    Strange <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> How do I get it to run vis? I have it on Expert Mode, and I got those Param in the VIS section. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    It keeps saying NO VIS information, running direct lights only...hmmmm, how do I fix this?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Then it's probably because you put all but one of those parameters in the wrong spot.

    "-full" is the only one that should be attached to VIS. All the others are RAD-specific and will not function on any other part of the process.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    Yes, I had them all in VIS <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I did what you said, put VIS only with -full

    Then the rest I put in the LIGHT param...

    There is nothing in CSG or BSP.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    Ok, here is new compile log. The whole level is full bright now, and I get these warning leaf saw into leaf...Blah...

    Anyrate, why is it full bright now? I dont see a leak?


    ** Executing...
    ** Command: Change Directory
    ** Parameters: "C:\SIERRA\Half-Life"


    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_second96"

    hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlcsg -----
    Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "c:\program files\valve hammer editor\maps\ns_second96"
    Entering c:\program files\valve hammer editor\maps\ns_second96.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ on ] [ on ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ None ] [ None ]
    min surface area [ 0.500 ] [ 0.500 ]
    brush union threshold [ 0.000 ] [ 0.000 ]

    Using mapfile wad configuration
    Wadinclude list :
    [zhlt.wad]

    35 brushes (totalling 210 sides) discarded from clipping hulls
    CreateBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.59 seconds)
    SetModelCenters:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
    CSGBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.03 seconds)

    Using Wadfile: \sierra\half-life\valve\halflife.wad
    - Contains 10 used textures, 10.53 percent of map (3116 textures in wad)
    Using Wadfile: \sierra\half-life\ns\ns.wad
    - Contains 62 used textures, 65.26 percent of map (578 textures in wad)
    Using Wadfile: \sierra\half-life\valve\osm.wad
    - Contains 22 used textures, 23.16 percent of map (25 textures in wad)
    Using Wadfile: \sierra\half-life\valve\liquids.wad
    - Contains 1 used texture, 1.05 percent of map (32 textures in wad)

    added 7 additional animating textures.
    Texture usage is at 3.16 mb (of 4.00 mb MAX)
    28.53 seconds elapsed

    ----- END hlcsg -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_second96"

    hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlbsp -----
    Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "c:\program files\valve hammer editor\maps\ns_second96"

    Current hlbsp Settings
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    nofill [ off ] [ off ]
    null tex. stripping [ on ] [ on ]
    notjunc [ off ] [ off ]
    subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
    max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


    BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_second96.prt'
    22.83 seconds elapsed

    ----- END hlbsp -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_second96" -full

    hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlvis -----
    Command line: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe "c:\program files\valve hammer editor\maps\ns_second96"-full
    2409 portalleafs
    7357 numportals

    -= Current hlvis Settings =-
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    max vis distance [ 0 ] [ 0 ]
    priority [ Normal ] [ Normal ]

    fast vis [ off ] [ off ]
    full vis [ on ] [ off ]


    BasePortalVis:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (23.27 seconds)
    LeafThread:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (1228.88 seconds)
    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 598 and 611:
    (3366.841 -320.929 -284.504)
    (3366.841 -320.929 -304.000)
    (3366.961 -321.214 -304.000)
    (3381.085 -354.895 -284.288)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 992 and 986:
    (3812.314 -3232.000 -400.000)
    (3801.042 -3232.000 -400.000)
    (3783.112 -3211.428 -347.428)
    (3932.472 -3211.428 -347.428)
    (3933.756 -3214.709 -355.814)
    (3932.262 -3216.190 -359.597)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 994 and 945:
    (3672.000 -3247.108 -361.390)
    (3672.000 -3264.000 -368.000)
    (3928.000 -3264.000 -368.000)
    (3932.711 -3251.963 -363.290)
    (3933.232 -3247.108 -361.390)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 999 and 950:
    (3810.000 -3502.000 -570.000)
    (3808.768 -3499.535 -570.501)
    (3644.190 -3388.903 -637.417)
    (3609.530 -3394.417 -651.510)
    (3759.969 -3711.869 -590.342)
    (3760.090 -3712.000 -590.293)
    (3810.000 -3712.000 -570.000)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 1095 and 1104:
    (3102.610 -3183.108 -456.625)
    (3102.654 -3183.125 -456.681)
    (3125.745 -3183.085 -461.745)
    (3104.992 -3177.019 -440.993)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 1097 and 1103:
    (3145.778 -3200.000 -511.143)
    (3102.654 -3183.125 -456.681)
    (3102.603 -3183.125 -456.670)
    (3096.000 -3200.000 -499.995)
    (3102.610 -3216.892 -546.325)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 1105 and 1103:
    (3096.000 -3200.000 -499.994)
    (3102.603 -3183.126 -456.670)
    (3096.038 -3199.902 -448.328)
    (3096.000 -3200.000 -448.359)

    average leafs visible: 196
    g_visdatasize:107017 compressed from 727518
    1252.53 seconds elapsed [20m 52s]

    ----- END hlvis -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_second96" -low -noinfo -estimate -extra -nomatrix -bounce 1
    -smooth 90 -chop 32 -texchop 16 -coring 0.01 -dscale 1
    -fade 1.1

    Unknown option "90"
    hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)

    -= hlrad Options =-

    -sparse : Enable low memory vismatrix algorithm
    -nomatrix : Disable usage of vismatrix entirely

    -extra : Improve lighting quality by doing 9 point oversampling
    -bounce # : Set number of radiosity bounces
    -ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
    -maxlight # : Set maximum light intensity value
    -circus : Enable 'circus' mode for locating unlit lightmaps
    -nopaque : Disable the opaque zhlt_lightflags for this compile

    -smooth # : Set smoothing threshold for blending (in degrees)
    -chop # : Set radiosity patch size for normal textures
    -texchop # : Set radiosity patch size for texture light faces

    -notexscale # : Do not scale radiosity patches with texture scale
    -coring # : Set lighting threshold before blackness
    -dlight # : Set direct lighting threshold
    -nolerp : Disable radiosity interpolation, nearest point instead

    -fade # : Set global fade (larger values = shorter lights)
    -falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
    -scale # : Set global light scaling value
    -gamma # : Set global gamma value

    -sky # : Set ambient sunlight contribution in the shade outside
    -lights file : Manually specify a lights.rad file to use
    -noskyfix : Disable light_environment being global
    -incremental : Use or create an incremental transfer list file

    -dump : Dumps light patches to a file for hlrad debugging info

    -texdata # : Alter maximum texture memory limit (in kb)
    -chart : display bsp statitics
    -low | -high : run program an altered priority level
    -nolog : Do not generate the compile logfiles
    -threads # : manually specify the number of threads to run
    -estimate : display estimated time during compile
    -verbose : compile with verbose messages
    -noinfo : Do not show tool configuration information
    -dev # : compile with developer message

    -colourgamma r g b : Sets different gamma values for r, g, b
    -colourscale r g b : Sets different lightscale values for r, g ,b
    -colourjitter r g b : Adds noise, independent colours, for dithering
    -jitter r g b : Adds noise, monochromatic, for dithering
    -nodiffuse : Disables light_environment diffuse hack
    -nospotpoints : Disables light_spot spherical point sources
    -softlight r g b d : Scaling values for backwards-light hack

    -customshadowwithbounce : Enables custom shadows with bounce light
    -rgbtransfers : Enables RGB Transfers (for custom shadows)

    mapfile : The mapfile to compile


    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_second96.bsp" "C:\SIERRA\Half-Life\ns\maps\ns_second96.bsp"


    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_second96.pts" "C:\SIERRA\Half-Life\ns\maps\ns_second96.pts"


    ** Executing...
    ** Command: C:\SIERRA\HALF-L~1\hl.exe
    ** Parameters: +map "ns_second96" -dev -console -game ns
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    RAD didn't accept one of the parameters, and therefore did not run at all. Note the compile log listing every valid parameter instead of listing compile progress.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    This is why I love my batch compiler. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    Thanks, you were right, it was those errors. It works now....

    Do I have to worry about these errors:

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 598 and 611:
    (3366.841 -320.929 -284.504)
    (3366.841 -320.929 -304.000)
    (3366.961 -321.214 -304.000)
    (3381.085 -354.895 -284.288)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 992 and 986:
    (3812.314 -3232.000 -400.000)
    (3801.042 -3232.000 -400.000)
    (3783.112 -3211.428 -347.428)
    (3932.472 -3211.428 -347.428)
    (3933.756 -3214.709 -355.814)
    (3932.262 -3216.190 -359.597)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 994 and 945:
    (3672.000 -3247.108 -361.390)
    (3672.000 -3264.000 -368.000)
    (3928.000 -3264.000 -368.000)
    (3932.711 -3251.963 -363.290)
    (3933.232 -3247.108 -361.390)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 999 and 950:
    (3810.000 -3502.000 -570.000)
    (3808.768 -3499.535 -570.501)
    (3644.190 -3388.903 -637.417)
    (3609.530 -3394.417 -651.510)
    (3759.969 -3711.869 -590.342)
    (3760.090 -3712.000 -590.293)
    (3810.000 -3712.000 -570.000)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 1095 and 1104:
    (3102.610 -3183.108 -456.625)
    (3102.654 -3183.125 -456.681)
    (3125.745 -3183.085 -461.745)
    (3104.992 -3177.019 -440.993)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 1097 and 1103:
    (3145.778 -3200.000 -511.143)
    (3102.654 -3183.125 -456.681)
    (3102.603 -3183.125 -456.670)
    (3096.000 -3200.000 -499.995)
    (3102.610 -3216.892 -546.325)

    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 1105 and 1103:
    (3096.000 -3200.000 -499.994)
    (3102.603 -3183.126 -456.670)
    (3096.038 -3199.902 -448.328)
    (3096.000 -3200.000 -448.359)

    Or just ignore them?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    edited July 2003
    Yes, worry. They aren't fatal errors, but they can cause problems. The compiler was nice enough to give locations of the errors as well, so it shouldn't be too hard to fix. The error usually occurs because of complex geometry or carving. You might have to delete and remake whatever is causing the error.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    How do I get to those locations? Is there a number I enter in some sort of area to take me to the brush or face?

    I only found, Go To Brush # or Entity #, but nothing about face.....and the error doesn't tell me which brush, or does it?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    they are teh 3d coordinates of teh place where vis is having trouble determining what you can see. there was a lovely tutorial around here some where ill see if i can find it. it basically describes what vis does.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How do I get to those locations?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The coordinates are given here (there are more):
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Warning: Leaf portals saw into leaf
    Problem at portal between leaves 598 and 611:
    <b>(3366.841 -320.929 -284.504)
    (3366.841 -320.929 -304.000)
    (3366.961 -321.214 -304.000)
    (3381.085 -354.895 -284.288)</b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hammer shows the coordinates that your mouse is over on the bottom status bar. The coordinates are in (x,y,z) format, but you can only find coordinates in two of the dimensions in each of the 2d views (duh). Top view shows x and y; use one of the other views to find z.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--OneSneakYmousE+Jul 19 2003, 03:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jul 19 2003, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How do I get to those locations? Is there a number I enter in some sort of area to take me to the brush or face?

    I only found, Go To Brush # or Entity #, but nothing about face.....and the error doesn't tell me which brush, or does it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Fun* fact: only HLCSG can read your .map file or understand the brush information contained there. It outputs several files containing raw faces for the other tools to use -- HLBSP, HLVIS, and HLRAD have no clue what brush went where on your map. The leaf saw into leaf error will only occur with Entity 0 (the worldspawn), because VIS only runs on the main hull.

    *not fun
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