Stupid Vis !

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">can somebody help :)</div> hi hi !
well ill get straight to the point, i made a map, and i have no problems what so ever compiling(in worldcraft/hammer), BUT for some reason if i compile the map using vis it will crash hl/ns everytime i load that map.

if i dont use vis the map works fine, except for the obvious lag when you look toward the centre of the map.

everything was working fine till i put my vents in, but i doubt carving a few vents could of cause the errors?
i also have a lot of (func_illusionary) brushes that are empty, im not sure what that means but i suspect is has something to do with it.

this map is complelety finished and was going to submit it, but without vis its over OVER I TELL YOU!.

thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
oh here are the links to the map and rmf, if anyone could take a look it would be much appreciated ! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->, plus im sure ull enjoy my ns map, tell me what you think of the map too! if you can get it to vis :/

<a href='http://home.iprimus.com.au/tomas82/co_pipe.map' target='_blank'>http://home.iprimus.com.au/tomas82/co_pipe.map</a>
<a href='http://home.iprimus.com.au/tomas82/co_pipe.rmf' target='_blank'>http://home.iprimus.com.au/tomas82/co_pipe.rmf</a>

thanks again

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    those empty <i>func_illusionary, func_wall</i> and <i>func_button</i> can be fixed by checking for error's then doubleclicking that error from the list --> return to hammer en press delete. repeat this till all of the are gone... (to bad FIX doesnt do this automaticly since it would be a heck of a lot faster that way)

    as for carving into walls with a vent. I would strongly advice against it.

    1. carve is evil <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    2. carve is very unpredictable
    3. carve will break up your brushes into more brushes then needed
    4. carve is very much able to screw VIS up [edit]

    Modifying the wall by hand to accomodate the vent is much better and will probably stop the VIS errors your getting. I couldn't get the compile to work since I'm missing a wad file.

    ONe more thing can you put your log file in a post so we all can have a look at it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    wow cheers for the quick response <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    heres the log file, i cant see any errors :/


    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\hlcsg.exe "c:\program files\valve hammer editor\co_pipe"-hullfile C:\games\half-life\nsp\nshulls.txt
    Loading hull definitions from 'C:\games\half-life\nsp\nshulls.txt'
    Entering c:\program files\valve hammer editor\co_pipe.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 2 ] [ 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 [ C:\games\half-life\nsp\nshulls.txt ] [ None ]
    min surface area [ 0.500 ] [ 0.500 ]
    brush union threshold [ 0.000 ] [ 0.000 ]

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

    41 brushes (totalling 246 sides) discarded from clipping hulls
    CreateBrush:
    (1.83 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (4.06 seconds)

    Using Wadfile: \games\half-life\nsp\ns.wad
    - Contains 76 used textures, 80.00 percent of map (578 textures in wad)
    Using Wadfile: \games\steam\steamapps\ianaharris@hotmail.com\half-life\nsp\co_rebirth.wad
    - Contains 6 used textures, 6.32 percent of map (28 textures in wad)
    Using Wadfile: \games\steam\steamapps\ianaharris@hotmail.com\half-life\nsp\co_kestrel.wad
    - Contains 4 used textures, 4.21 percent of map (22 textures in wad)
    Using Wadfile: \games\steam\steamapps\ianaharris@hotmail.com\half-life\nsp\ns_nancy.wad
    - Contains 1 used texture, 1.05 percent of map (15 textures in wad)
    Including Wadfile: \program files\valve hammer editor\zhlt.wad
    - Contains 0 used textures, 0.00 percent of map (3 textures in wad)
    Using Wadfile: \games\steam\steamapps\ianaharris@hotmail.com\half-life\nsp\ns_tanith.wad
    - Contains 6 used textures, 6.32 percent of map (101 textures in wad)
    Using Wadfile: \games\steam\steamapps\ianaharris@hotmail.com\half-life\nsp\ns_bast.wad
    - Contains 0 used textures, 0.00 percent of map (22 textures in wad)
    Using Wadfile: \games\steam\steamapps\ianaharris@hotmail.com\half-life\nsp\ns_metal.wad
    - Contains 2 used textures, 2.11 percent of map (13 textures in wad)

    added 7 additional animating textures.
    Texture usage is at 3.08 mb (of 4.00 mb MAX)
    6.48 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\hlbsp.exe "c:\program files\valve hammer editor\co_pipe"

    Current hlbsp Settings
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 2 ] [ 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\co_pipe.prt'
    6.27 seconds elapsed

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



    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\hlvis.exe "c:\program files\valve hammer editor\co_pipe"
    1886 portalleafs
    5875 numportals

    -= Current hlvis Settings =-
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 2 ] [ 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 [ off ] [ off ]


    BasePortalVis:
    (7.36 seconds)
    LeafThread:
    (334.92 seconds)
    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 35 and 37:
    (271.784 2090.193 703.892)
    (272.000 2090.063 704.000)
    (432.000 1997.406 704.000)
    (432.000 2005.281 560.000)
    (271.990 2097.943 560.000)

    average leafs visible: 239
    g_visdatasize:129905 compressed from 445096
    342.47 seconds elapsed [5m 42s]

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



    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\hlrad.exe "c:\program files\valve hammer editor\co_pipe"

    -= Current hlrad Settings =-
    Name | Setting | Default
    --------------------|---------------------|-------------------------
    threads [ 2 ] [ 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 ]


    9520 faces
    Create Patches : 53513 base patches
    0 opaque faces
    523303 square feet [75355736.00 square inches]
    122 direct lights

    BuildFacelights:
    (52.63 seconds)
    visibility matrix : 170.7 megs
    BuildVisLeafs:
    (209.23 seconds)
    MakeScales:
    (150.02 seconds)
    SwapTransfers:
    (24.95 seconds)
    Transfer Lists : 53368724 : 53.37M transfers
    Indices : 39421332 : 37.60M bytes
    Data : 213474896 : 203.59M bytes
    GatherLight:
    (14.28 seconds)
    FinalLightFace:
    (11.44 seconds)
    465.69 seconds elapsed [7m 45s]

    ----- END hlrad -----
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    Warning: Leaf portals saw into leaf
    Problem at portal between leaves 35 and 37:
    (271.784 2090.193 703.892)
    (272.000 2090.063 704.000)
    (432.000 1997.406 704.000)
    (432.000 2005.281 560.000)
    (271.990 2097.943 560.000)

    This is the only error I can spot and it is VIS related. (if its final compile rad -extra and vis -full must be used btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )

    Since you've carved the vents into the walls, from what I've seen. they are most likely the case of your crashing after using VIS in the compile. If you have a version before you added the vents you can try compiling this on with everything in the compile set to <i>final compile</i> and hope the error/crashing issue is gone.

    Otherwise my advice still is to rebuild the walls where the vents enter and see what happens :/

    <b>Sidenote:</b>
    Does anyone knows what the maximum <i>average leafs visible</i> the hl-engine can handle without crashing is?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    oooh i didnt see them errors thanks

    ive removed the those brushes completly, they were free transformed so ill see what happens after another compile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    gimme 20 mins lol
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    hmmm well vis gave no errors this time

    BUT! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    when i loaded the level hl died and came up with this message

    bad surface extents 1616/0 at position (1616,720,488)

    so ill see if i can fix that culprit
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--QuoteBegin-Kouji San+Mar 30 2004, 09:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 30 2004, 09:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    <b>Sidenote:</b>
    Does anyone knows what the maximum <i>average leafs visible</i> the hl-engine can handle without crashing is? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    not sure i f thats the problem because my map works without vis, so itwould be drawing even more than vis 'd ones?

    dunno
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited March 2004
    yep definalty no more carving for me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    ok just for the record -

    when is a good time to carve? only when joining two rooms?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    <!--QuoteBegin-schkorpio+Mar 31 2004, 05:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (schkorpio @ Mar 31 2004, 05:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when is a good time to carve?  only when joining two rooms? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The golden rule is <i><b><span style='color:red'>NEVER!!! </span></b></i><!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    for that bad surface extends error, check the stickied thread from <b>DarkATi</b>

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=55406' target='_blank'>Linkage</a>
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Yeah, NEVER... if you're using vhe/wc. A shame, really.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    hahah i see i see <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->


    well i fixed my map ill post it in the other section for everyone to download, my site contains screenies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <a href='http://home.iprimus.com.au/tomas82' target='_blank'>http://home.iprimus.com.au/tomas82</a>

    the error was actualyl because i had some fake mist and some water which was illusionary .

    so i simply deleted it and it works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->


    i originally had glass in the ready rooms so you could see whats going on in the marine spawn and hive but i took it out cause it ruined the atmosphere
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    The leading cause of those horrible empty entities is as far as I know, making something a brush entity and the selecting it and making it a brush entity again(it will ask if you really wan't to do that since it can't be 2 entities at once and the old one will be destroyed, if you say yes it not allways remove the old entity but it will allways remove the brushes from it and it ends up empty).
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