Seems Like A 'leaf Portal Saw Into Leaf'....

MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
<div class="IPBDescription">....but no error</div> iv just done another compile of a room i am working on and i am now seeing into the void depending on where i stand, which to me suggests a Leaf portal saw into leaf error as i have had these before and have seen the effects.

However i got no errors in the map compile what-so-ever. i also recompiled with a full vis and once again no errors but the same effects in game.

i had previously compiled the map and everything was fine, the only thing i changed was adding some more texture lights and func_walls in the floor.

here you can see what its supposed to look like.....

<img src='http://www.madmee.eclipse.co.uk/vis05.jpg' border='0' alt='user posted image' />

and heres what it looks like after i move slightly...

<img src='http://www.madmee.eclipse.co.uk/vis06.jpg' border='0' alt='user posted image' />

also

<img src='http://www.madmee.eclipse.co.uk/vis01.jpg' border='0' alt='user posted image' />


<img src='http://www.madmee.eclipse.co.uk/vis02.jpg' border='0' alt='user posted image' />

which is supposed to look like...
<img src='http://www.madmee.eclipse.co.uk/vis03.jpg' border='0' alt='user posted image' />

and finally

<img src='http://www.madmee.eclipse.co.uk/vis04.jpg' border='0' alt='user posted image' />

the compile log follows....


hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: "C:\Program Files\ZHLT\hlcsg.exe"-nowadtextures -wadautodetect -cliptype precise -hullfile "C:\Program Files\Steam\SteamApps\**********@hotmail.com\half-life\ns\nshulls.txt"-chart -estimate -low "C:\Program Files\Valve Hammer Editor\maps\ns\co_event_round3.map"
Loading hull definitions from 'C:\Program Files\Steam\SteamApps\**********@hotmail.com\half-life\ns\nshulls.txt'
Entering C:\Program Files\Valve Hammer Editor\maps\ns\co_event_round3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ precise ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ C:\Program Files\Steam\SteamApps\**********@hotmail.com\half-life\ns\nshulls.txt ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

14 brushes (totalling 112 sides) discarded from clipping hulls
CreateBrush:
(8.56 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(5.05 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 13336/32768 266720/655360 (40.7%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1081/32767 43240/1310680 ( 3.3%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 309960 bytes ===

Including Wadfile: \program files\zhlt\zhlt.wad
- Contains 1 used texture, 3.57 percent of map (4 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\ns.wad
- Contains 7 used textures, 25.00 percent of map (578 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\ns2.wad
- Contains 7 used textures, 25.00 percent of map (296 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\ns_bast.wad
- Contains 2 used textures, 7.14 percent of map (22 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\ns_eclipse.wad
- Contains 1 used texture, 3.57 percent of map (61 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\ns_tanith.wad
- Contains 2 used textures, 7.14 percent of map (101 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\co_**********.wad
- Contains 6 used textures, 21.43 percent of map (45 textures in wad)
Using Wadfile: \program files\steam\steamapps\**********@hotmail.com\half-life\ns\v_wad.wad
- Contains 2 used textures, 7.14 percent of map (80 textures in wad)

Texture usage is at 0.99 mb (of 4.00 mb MAX)
14.59 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: "C:\Program Files\ZHLT\hlbsp.exe"-chart -estimate -low "C:\Program Files\Valve Hammer Editor\maps\ns\co_event_round3.map"

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2417 (0.98 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\ns\co_event_round3.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3054 (3.64 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2313 (1.59 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3580 (6.66 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/400 1344/25600 ( 5.3%)
planes 2765/32768 55300/655360 ( 8.4%)
vertexes 2242/65535 26904/786420 ( 3.4%)
nodes 1477/32767 35448/786408 ( 4.5%)
texinfos 1081/32767 43240/1310680 ( 3.3%)
faces 1817/65535 36340/1310700 ( 2.8%)
clipnodes 4940/32767 39520/262136 (15.1%)
leaves 870/8192 24360/229376 (10.6%)
marksurfaces 2778/65535 5556/131070 ( 4.2%)
surfedges 7907/512000 31628/2048000 ( 1.5%)
edges 4281/256000 17124/1024000 ( 1.7%)
texdata [variable] 1040472/4194304 (24.8%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 4550/524288 ( 0.9%)
28 textures referenced
=== Total BSP file data space used: 1361786 bytes ===
18.50 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: "C:\Program Files\ZHLT\hlvis.exe"-full -chart -estimate -low "C:\Program Files\Valve Hammer Editor\maps\ns\co_event_round3.map"
694 portalleafs
2497 numportals

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

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


BasePortalVis:
(5.98 seconds)
LeafThread:
(671.97 seconds)
average leafs visible: 270
g_visdatasize:47926 compressed from 60378

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/400 1344/25600 ( 5.3%)
planes 2765/32768 55300/655360 ( 8.4%)
vertexes 2242/65535 26904/786420 ( 3.4%)
nodes 1477/32767 35448/786408 ( 4.5%)
texinfos 1081/32767 43240/1310680 ( 3.3%)
faces 1817/65535 36340/1310700 ( 2.8%)
clipnodes 4940/32767 39520/262136 (15.1%)
leaves 870/8192 24360/229376 (10.6%)
marksurfaces 2778/65535 5556/131070 ( 4.2%)
surfedges 7907/512000 31628/2048000 ( 1.5%)
edges 4281/256000 17124/1024000 ( 1.7%)
texdata [variable] 1040472/4194304 (24.8%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 47926/2097152 ( 2.3%)
entdata [variable] 4550/524288 ( 0.9%)
28 textures referenced
=== Total BSP file data space used: 1409712 bytes ===
678.09 seconds elapsed [11m 18s]

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



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: "C:\Program Files\ZHLT\hlrad.exe"-extra -bounce 1 -chart -estimate -low "C:\Program Files\Valve Hammer Editor\maps\ns\co_event_round3.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Low ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 info_texlights map entity]
[8 texlights parsed from info_texlights map entity]

1817 faces
Create Patches : 8221 base patches
0 opaque faces
39044 square feet [5622406.50 square inches]
702 direct lights

BuildFacelights:
(216.00 seconds)
visibility matrix : 4.0 megs
BuildVisLeafs:
(30.16 seconds)
MakeScales:
(12.22 seconds)
SwapTransfers:
(11.63 seconds)
Transfer Lists : 10912614 : 10.91M transfers
Indices : 5550368 : 5.29M bytes
Data : 43650456 : 41.63M bytes
GatherLight:
(2.33 seconds)
FinalLightFace:
(0.73 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/400 1344/25600 ( 5.3%)
planes 2765/32768 55300/655360 ( 8.4%)
vertexes 2242/65535 26904/786420 ( 3.4%)
nodes 1477/32767 35448/786408 ( 4.5%)
texinfos 1081/32767 43240/1310680 ( 3.3%)
faces 1817/65535 36340/1310700 ( 2.8%)
clipnodes 4940/32767 39520/262136 (15.1%)
leaves 870/8192 24360/229376 (10.6%)
marksurfaces 2778/65535 5556/131070 ( 4.2%)
surfedges 7907/512000 31628/2048000 ( 1.5%)
edges 4281/256000 17124/1024000 ( 1.7%)
texdata [variable] 1040472/4194304 (24.8%)
lightdata [variable] 230382/6291456 ( 3.7%)
visdata [variable] 47926/2097152 ( 2.3%)
entdata [variable] 4550/524288 ( 0.9%)
28 textures referenced
=== Total BSP file data space used: 1640094 bytes ===
273.38 seconds elapsed [4m 33s]

----- END hlrad -----




if anyone has any advice please share... only think i can think of is that the vis is too complicated in someway for the hl engine, as it is quite a curvy room, which the compiler isnt picking up on.


thx

MADMEE

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I'm thinking this just may be a problem with the engine. like it's trying to display too many faces at once or something. Really strange that there's no error in the compile...
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-brute_force+Sep 23 2004, 09:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Sep 23 2004, 09:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm thinking this just may be a problem with the engine. like it's trying to display too many faces at once or something. Really strange that there's no error in the compile... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's a pretty complex room you got there, I think HL is just bugging out. Try this, make the brushes that have faces that show into the void func_walls and see if that fixes it. Usually works for me.

    ~ DarkATi
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    Well iv managed to get rid of the problem. it had something to do with the floor bit which you can see in the first pic. it was quite complex and took sometime to get it working. but it looks as if it was just too complex. so ill make a simpler version and hope the problem doesnt return.

    thx for your suggestions ppl.

    MADMEE
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i dont think that the complexity of the map is a problem, if all of those curves are one brush, thats your problem right there. you cannot have concave brushes in your map, they dont work right and they cause that problem.

    example of concave brush:
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    edited September 2004
    EDIT: Nevermind. I looked at that image wrong.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited September 2004
    Kind of hard to tell from the pictures, but I would suggest simplifying the geometry in that area. Turn world brushes in to entity based brushes if you can afford to that split up the faces on the floor and ceiling

    GiGaBiTe is on to something though
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    indeed concave brushes are illegal brush types in hammer, i made a simple map containg a octagon cylender with one of the verticies going inward into the brush and it looked like the hall of mirrors you saw in the screenshots.

    <span style='color:red'>CONCAVE BRUSH = EVIL!</span>
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    i learnt along time ago never to create a concaved brush <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> , and i can assure you that the brushes iv made are neat, tidy and vhe certainly doesnt complain about any of them.
    only annoying this is when you see your nicely made map bizzarly cut up sometimes. i know it cuts it at the edge of a texture but sometimes in wireframe mode u look and think "WTH is that diagonal line doing there?"

    However..

    like i said i have fixed all those errors by changing a bit of the floor and making it alot simpler and it looks ok too.


    On another note i had a really strange problem with another part of the map with my last compile.

    a few small floor brushes didnt have a clipping hull. meaning when i walked on it i just fell though into the void. funny thing was is that it happened to be around my info_player_start. so you would have to jump around to differnet places to find a solid bit of ground or press f4 and try again.
    now im not to worried about this as every other time i have compiled it its been fine and this time i did get a couple of "Leaf portal saw into leaf" errors.
    its just that when you stand and look at it, it doesnt show the void like i would expect with a Leaf portal saw into leaf error, you just fall though as if no clipping hulls were calculated for that little bit.

    of course the map compiled fine, no leaks, no errors and settings the same as id used the times id compiled before.

    if it doesnt go away rest assured ill be posting back here to hear your explanations and how to fix <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    thx for all posts

    MADMEE
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    oficial maps are full of leaf portal saw into leaves, nothing to worry as long as they stay small or can only be seen from rare places.
    werid you dont get an error message.

    try "-dev 1" (-dev Error) as [shared setting] (in all 4 steps) to display bigger error messages in the compile log
Sign In or Register to comment.