Vis Compile Error

GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">can't quite track down the ****</div> I'm getting this:
<!--QuoteBegin--></div><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 179 and 231:
      (1777.197 3727.795 -577.074)
    (1776.000 3726.000 -576.000)
    (1726.667 3652.000 -576.000)
    (1726.667 3652.000 -860.000)
    (1727.478 3653.218 -860.000)
    (1810.000 3777.000 -756.000)

Warning: Leaf portals saw into leaf
    Problem at portal between leaves 2812 and 2806:
      (2140.000 -2478.000 -170.000)
    (2128.000 -2496.000 -152.000)
    (2128.000 -2496.000 -152.000)
    (2128.000 -2496.000 -172.000)
    (2140.000 -2478.000 -190.000)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
and I do have two floors that aren't square (square floors can be so boring), but I've completely ripped those two out and I'm still getting the error. Also when I cordon off the section of the map to cut my compile time, the error goes away, but I know the problem is in that part of the map (at least I'm pretty sure there are more than one peices of geometry which are causing the problem in that room). Why would the error only occur with a full compile. The cordoning shouldn't be cutting off any of the visleafs that would be causing the problem because the cordon limits are two far away from the troublesome architecture. I just don't know, and I need some outside help if anyone cares to try. Thanks.

If you need screenshots of the map or something, I'll get right on it.

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited May 2004
    These errors are caused by minute roundoff problems as explained <a href='http://www.gamedesign.net/book/view/266#VisibilityNodes' target='_blank'>here</a>. You can opt to ignore it, though it has been reported to cause various nasty effects (poor map performance, increased VIS compile times, missing faces, that kind of stuff).
    If you're trying to fix it you'll notice it can be hard to pin down the problem, since seemingly unreletaded operations at the other side of the level can alter the way the bsp tree is build up, causing these errors to appear and dissapear as your level changes.
    Things that can help:<ul><li>Turn complex, hardly visibility blocking geometry into func_walls.</li><li>Get faces at nice angles and vertices on a nice grid.</li><li>Generally simplify or modify your level.</li><li>Add "-full" to the hlvis command line (or remove it if you're already using -full).</li></ul>
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    I would just probably ignore it, because it doesn't seem to affect my overall vis leafs in the level (at least not which I have noticed), but it seems to cause problems with hlrad as well and says I've reached my max_patches limit. This error in rad only happens when I get the error in vis. How are these related? Or how can I fix the max patches problem (short of using -sparse command, I don't want to use that if I don't have to)

    thanks,
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