Mapping Problems... =(
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Join Date: 2003-09-11 Member: 20760Members
<div class="IPBDescription">What does this mean? Other questions too</div> This is for my first map so go easy on me =)
1) How do I make vertical sliding doors for ns? The doors I made go sidways then I set them to 90 Degrees (i thought that was up???). If i use the "up" selection for pitch/yaw/roll it just stays there in place not moving. Do they have to have real empty space to move into or can they move through other brushes?
2) What can I do to fix this problem: when i turn on gl_wireframe 2 the entire map looks like it renders from almost everywhere in the map. Even through walls and
doors. How do I prevent this? (I am guessing lots of hint brushes?) Near both spawns ... see the picture below. I added hit brushes but it still seems to render through the brush... Do hint brushes only block in full compile mode?
<img src='http://avitar.net/pic/ns_postpile/ns_postpile_wire.jpg' border='0' alt='user posted image' />
3) "Warning: Leaf portals saw into"...Can anyone tell me what this means and what i can do to fix it?
Exerpt from the log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->----- BEGIN hlvis -----
Command line: C:\ztools\hlvis.exe -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
1961 portalleafs
6772 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 [ on ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (33.45 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 71 and 70:
(2071.963 683.543 -441.670)
(2086.675 720.399 -464.025)
(2086.675 192.000 -464.025)
(2071.963 192.000 -441.670)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 101 and 100:
(2066.167 192.000 -437.179)
(2066.174 -104.000 -437.191)
(1885.424 -104.000 -568.065)
(1870.762 192.000 -578.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 111 and 119:
(990.421 1309.873 -675.280)
(1015.742 1088.000 -587.291)
(997.329 1088.000 -579.866)
(926.280 1309.926 -649.434)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 112 and 113:
(832.019 1544.620 -681.000)
(752.000 1604.297 -681.000)
(752.000 1604.297 -200.000)
(832.006 1544.888 -200.000)<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
1) How do I make vertical sliding doors for ns? The doors I made go sidways then I set them to 90 Degrees (i thought that was up???). If i use the "up" selection for pitch/yaw/roll it just stays there in place not moving. Do they have to have real empty space to move into or can they move through other brushes?
2) What can I do to fix this problem: when i turn on gl_wireframe 2 the entire map looks like it renders from almost everywhere in the map. Even through walls and
doors. How do I prevent this? (I am guessing lots of hint brushes?) Near both spawns ... see the picture below. I added hit brushes but it still seems to render through the brush... Do hint brushes only block in full compile mode?
<img src='http://avitar.net/pic/ns_postpile/ns_postpile_wire.jpg' border='0' alt='user posted image' />
3) "Warning: Leaf portals saw into"...Can anyone tell me what this means and what i can do to fix it?
Exerpt from the log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->----- BEGIN hlvis -----
Command line: C:\ztools\hlvis.exe -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
1961 portalleafs
6772 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 [ on ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (33.45 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 71 and 70:
(2071.963 683.543 -441.670)
(2086.675 720.399 -464.025)
(2086.675 192.000 -464.025)
(2071.963 192.000 -441.670)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 101 and 100:
(2066.167 192.000 -437.179)
(2066.174 -104.000 -437.191)
(1885.424 -104.000 -568.065)
(1870.762 192.000 -578.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 111 and 119:
(990.421 1309.873 -675.280)
(1015.742 1088.000 -587.291)
(997.329 1088.000 -579.866)
(926.280 1309.926 -649.434)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 112 and 113:
(832.019 1544.620 -681.000)
(752.000 1604.297 -681.000)
(752.000 1604.297 -200.000)
(832.006 1544.888 -200.000)<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Comments
Only thing you have to do is set YAW to up, leave PITCH and ROLL empty. Do this an the door will move up. And they can move trough anything, nothing will stop it from moving (only the settings you set in the properties will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )
<b>Map render problem:</b>
Not sure about vis - fast (I never use it ). But anyways try running VIS on normal mode and check again.
<b>Warning: Leaf portals saw into</b>
This is a tricky one, first of all you need to understand what a portal is. This will help you with that:
<a href='http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm' target='_blank'>http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm</a>
Warning: Leaf portals saw into can sometimes be fixed with the use of HINT brushes. The problem is that you can see into the room your standing in. The locations given in the error are the Z (side), Y and X (top view) in hammer overview. They can help you to find the location of this error (lots of work).
The cause can also be that you have a room from which you can see into two other rooms with extremely complex entities/brushes. Try deleting these then recompile (after saving in a different file ofcourse <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) and check of the number of <i>Warning: Leaf portals saw into</i> are decreased, maybe even gone. I hope that this is the problem since it's easier to fix...
<b>Good luck...</b>
<span style='color:gray'>I get these all the time I add a new room, I map very complex (on the very edge of detail the hl-engine can handle). So I know how annoying it is to fix. In the worse cases HINT or deleting a complex brush wasn't enough. I had to rebuild the entire room <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> </span>
doors. How do I prevent this? (I am guessing lots of hint brushes?) Near both spawns ... see the picture below. I added hit brushes but it still seems to render through the brush... Do hint brushes only block in full compile mode?
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Doors never block VIS, and hint brushes don't actually block VIS either -- there's a good tutorial in the mapping forum FAQ that describes how hint works.
HLVIS -fast is fast because it only does half the work of a normal VIS compile to get a rough estimate and then quits early. Use it for quickly checking your map in game, but not to see what your r_speeds will be like on the final compile.
Always run HLVIS -full when you do a final compile; it double-checks the VIS matrix and makes it more accurate after both of the first two sections (fast and normal) are complete.
Actually, can someone shed some light on this? Its a room, some pipes(they cause the error) in it. It is not connected to anything, just 1 room. On a totally seperate room, 1000's of units away, i can add or modify stuff, and this will change whether i get the leaf saw into leaf error. I'm 100% sure its this room, because if i delete the rest of the map, or copy/paste that room to a new map, it will error the same (same co-ords, etc)
Actually, can someone shed some light on this? Its a room, some pipes(they cause the error) in it. It is not connected to anything, just 1 room. On a totally seperate room, 1000's of units away, i can add or modify stuff, and this will change whether i get the leaf saw into leaf error. I'm 100% sure its this room, because if i delete the rest of the map, or copy/paste that room to a new map, it will error the same (same co-ords, etc) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Leaf saw into leaf is a BSP construction error -- it appears and disappears because the BSP structure is built out of the interactions between that room and the rest of the level. The error means that an exit from a 3D section of the level can see back into the area it's supposed to be bordering; that's an illegal condition for a BSP tree and can lead to unexpected results in game.
The problem is caused by a combination of floating point error and program algorithms that don't handle planes that are not quite parallel well. Although you can avoid leaf saw into leaf errors by choosing your level's planes carefully, I see it as strictly a compiler issue. I'm going to increase the precision of p14 HLCSG and HLBSP to use doubles, which should reduce the FP error problems.