Stupid Vis !
schkorpio
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
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
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-->
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 -----
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?
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
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
<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
ok just for the record -
when is a good time to carve? only when joining two rooms?
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>
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