haha, i think you exaggerated the pms a wee bit there. I have my own reasons for keeping quiet, college got in the way for the most part of it, but since i dropped out not so long ago, i have been working on fenris. . .<b>Its finished</b>. just needa fix up Ventilation hive and the the hallways around it and then compile it and get the lighting right...so theres no need for another team, i said once that i would get it finished. . eventually, and i have._
<!--QuoteBegin-Moconnor+Feb 4 2005, 08:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 4 2005, 08:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> haha, i think you exaggerated the pms a wee bit there. I have my own reasons for keeping quiet, college got in the way for the most part of it, but since i dropped out not so long ago, i have been working on fenris. . .<b>Its finished</b>. just needa fix up Ventilation hive and the the hallways around it and then compile it and get the lighting right...so theres no need for another team, i said once that i would get it finished. . eventually, and i have._ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Do you have my version of the Vent hive? because I think I still have it floating around somewhere.
Hehe i love votemapping fenris in the NSA classic server
Its actually become pretty popular....
Just make it so all the weldables work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
dont worry my machine can handle compiling fenris. Vahn:yeah i have your version there was just some bits needed touching up. like some 1unit thick brushes.thats all..
I used the pieces that every body else sent me before, but the majority of the areas assigned to people werent completed so i did them. and now i just needa double check everything, touch up bits that i prolly missed.then compile, I have the rad i used before and i think it was pretty accurate to sir pepes version of fenris so shouldnt take to long before i get a playable version up.
some of the lights were really out of place in the cargo hive c and cargo module b. like 100% green and 100% red mixed, which looked odd with purple so it looked like christmas in some places. i changed out of place looking lights with some that fit the situation better, just make sure that this isnt happening all over the map.
lets have a closed test on my server, i been waiting forever for this map to be completed and i want to be one of the first to have a match on it.
<!--QuoteBegin-GiGaBiTe+Feb 10 2005, 01:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 10 2005, 01:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> found the problem when i updated zhlt to version 3.0
Really, giga, are you just looking for a way to become "famous" and "respected"? I've noticed you wanted to do a remake of the remake of bast too. And judging from your other map, suddendrop, I'd say it wouldn't be such a great idea to have you as a team leader. Don't get me wrong, I'd love to see fenris remade. But I'd also like to see someone with more experience as team leader.
Maybe I'm all wrong about your mapping skill, but I haven't seen it so far.
I got the map compiling, got max_map_clipnodes. . .fixed it, got more errors fixed them. I got it compiling but rad was just taking too long, so i couldnt be arsed, GigaBite dont remove anything of that map, if sir-pepe got it compiled and i got it compiled then you should be able to get it compiled.
And i did a fine job on putting it together if i do say so myself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> dont post any errors on here because as far as im concerned there is none. Now if you cant get it compiled I'll do it, at the weekend like i said. again dont remove anything from that map yet.. . it doesnt even have "detail" so to speak anyways, its just friggin HUGE!!!
As soon as its finished IF Sir-Pepe doesnt wanna make any changes then we will ask him if we can._
<!--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-->Really, giga, are you just looking for a way to become "famous" and "respected"? I've noticed you wanted to do a remake of the remake of bast too. And judging from your other map, suddendrop, I'd say it wouldn't be such a great idea to have you as a team leader. Don't get me wrong, I'd love to see fenris remade. But I'd also like to see someone with more experience as team leader.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
jezpuh, i didnt ask for your opinion, and fenris was already made. i made cargo hive c for the remake, and that was done a long time ago. but wait, you didnt think i was another nz_nexus the first time this thread was on the mapping forums so you probably didnt notice me in the old fenris remake thread.
so please **** off, would be the nice way to put it.
moconnor, the map needs to be optimized, its not just a good idea, it really needs it. i have been going through and removing useless detail from the map and have come across several brushes left from the decompile, and there are some func_rotating brushes that have no origin so you see them flying all over the map. then there are lights that aren't func_walls, so they cut into the ceiling and make higher w_polys. anyways, im going to optimize it because it needs it.
<!--QuoteBegin-GiGaBiTe+Feb 10 2005, 08:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 10 2005, 08:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and there is no "-precise" option in csg. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> there is in my batch compiler!! <!--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-->
-cliptype precise
thats what you have to type in for the hammer compiler. . ..
If you think thats what is best for it go ahead,i cant really stop you. BTW not every single light fixture in fenris is a func_wall,think of the entity limit before you start function'in everything:D
and boys, behave, dont bring the same argument in here that was in gigabite's other thread and got locked._
<!--QuoteBegin-GiGaBiTe+Feb 10 2005, 08:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 10 2005, 08:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm, still cant compile it. even with the settings you told me. and there is no "-precise" option in csg. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You mean you went around deleting detail to reduce clipnodes before even switching to precise...
Now, many months later, I see my work on sigma cluster (the double res room without all the steam) has not been ignored! Nice job on finally getting everything together guys!
<!--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--> -nowadtextures : include all used textures into bsp -wadinclude file : place textures used from wad specified into bsp -noclip : don't create clipping hull -noclipeconomy : turn clipnode economy mode off -onlyents : do an entity update from .map to .bsp -noskyclip : disable automatic clipping of SKY brushes -tiny # : minmum brush face surface area before it is discarded -brushunion # : threshold to warn about overlapping brushes
-hullfile file : Reads in custom collision hull dimensions -texdata # : Alter maximum texture memory limit (in kb) -chart : display bsp statitics -low | -high : run program an altered priority level -nolog : don't generate the compile logfiles -threads # : manually specify the number of threads to run -estimate : display estimated time during compile -verbose : compile with verbose messages -noinfo : Do not show tool configuration information -nonulltex : Turns off null texture stripping -dev # : compile with developer message
-wadconfig name : Specify a configuration to use from wad.cfg -wadcfgfile path : Manually specify a path to the wad.cfg file -wadautodetect : Force auto-detection of wadfiles mapfile : The mapfile to compile<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
thats the csg usage chart. there is no "-cliptype precise" "or "-precise" on it.
nor is there any option in bsp, vis or rad. the command does not exist.
currently the map only compiles if i put a huge block on 1/4 of the map. and it wont rad.
i removed some detail from the map, starting on the suttle things, and fixing the bugs. whoever put marinestart together didnt put origins on the func_rotating things in the floor, fixed that.
<!--QuoteBegin-GiGaBiTe+Feb 10 2005, 11:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 10 2005, 11:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> -nowadtextures : include all used textures into bsp -wadinclude file : place textures used from wad specified into bsp -noclip : don't create clipping hull -noclipeconomy : turn clipnode economy mode off -onlyents : do an entity update from .map to .bsp -noskyclip : disable automatic clipping of SKY brushes -tiny # : minmum brush face surface area before it is discarded -brushunion # : threshold to warn about overlapping brushes
-hullfile file : Reads in custom collision hull dimensions -texdata # : Alter maximum texture memory limit (in kb) -chart : display bsp statitics -low | -high : run program an altered priority level -nolog : don't generate the compile logfiles -threads # : manually specify the number of threads to run -estimate : display estimated time during compile -verbose : compile with verbose messages -noinfo : Do not show tool configuration information -nonulltex : Turns off null texture stripping -dev # : compile with developer message
-wadconfig name : Specify a configuration to use from wad.cfg -wadcfgfile path : Manually specify a path to the wad.cfg file -wadautodetect : Force auto-detection of wadfiles mapfile : The mapfile to compile<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
thats the csg usage chart. there is no "-cliptype precise" "or "-precise" on it.
nor is there any option in bsp, vis or rad. the command does not exist.
currently the map only compiles if i put a huge block on 1/4 of the map. and it wont rad.
i removed some detail from the map, starting on the suttle things, and fixing the bugs. whoever put marinestart together didnt put origins on the func_rotating things in the floor, fixed that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> -cliptype precise!!!!!!...'D
sweet mother of ****, just type in "-cliptype precise" in the csg command box!!!! I USED IT. Where the hell is the func rotating in the MS???good god!! GiGaBiTe maybe you should just let me compile since i can without all this trouble you seem to be having. and like i said. . .use batch compiler.it has cliptype precise aswell, which is very handy..._
its not in zhlt 2.5.3, and if you look at the commands list above, its not there. when you use it, it reports an error "no such command"
i got it to compile by replacing rad on zhlt 3.0 with the 2.5.3 verson. now the only issue is the map is beyond fullbright, its almost completely white. and i know rad ran, because it took about 40 mins.
Gigabyte, you NEED to be using XPCagey's compile tools. I personally recommend the p13 build. (As it is the most stable AFAIK.)
The link is <a href='http://www.unknownworlds.com/forums/index.php?showtopic=21248&st=0' target='_blank'>here.</a> The p15 build is still there, but its a tad buggier than p13 (though I've heard of some people using p13 RAD with the other p15 tools with success though... not terribly sure.)
You will likely find that if you use these tools and the cliptype settings (I prefer normalized myself, though precise may likely be better for a bigger map.) will result in a far more optimized map.
Cagey's opt_plns tool optimized the number of planes in a compiled map, though I think it is now integrated into the p15 BSP tool.
i dont use his compile tools for a reason (and the zhlt tools do the same thing)
heres the new and probably the final problem to solve.
if there are any decompiled 1 unit thick brushes in the map, it screws up rad and it cannot properly light the map. no matter where the 1 unit thick brush is, it will screw up the compile. i stumbled across this issue when i was creating cargo hive c.
the way i solved this, was by using 2 maps. first i would re-create the geometry next to the decompiled part (i wouldnt place it on top because i might forget to delete the 1 unit thick brush)
then i would put it in the new map so the mangled brushes wouldnt poison the compiler.
this is the problem that keeps fenris from compiling right. i have found at least 20 mangled brushes from the decompile (some people forgot to remove them when they made their part)
and whats more frustrating is that usually hammer gets mad at them and says that they are "texture axis perpendicular to face" errors, but it doesnt say that. so you have to fly around the entire map looking for these little buggers, which are extremely hard to find because they are usually embedded in solid architecture, and they are almost impossible to find in the 2d grids.
heres an example of what im talking about. open the brush_error1 map first, then open the brush_error2 map, you will see what im talking about. that 1 brush caused rad not to run right.
Comments
I have my own reasons for keeping quiet, college got in the way for the most part of it, but since i dropped out not so long ago, i have been working on fenris. . .<b>Its finished</b>. just needa fix up Ventilation hive and the the hallways around it and then compile it and get the lighting right...so theres no need for another team, i said once that i would get it finished. . eventually, and i have._
i remember fenris, it was huge... 2 double res rooms? and the ms was almost as big as metal's, as were all the hallways and hives :o
I have my own reasons for keeping quiet, college got in the way for the most part of it, but since i dropped out not so long ago, i have been working on fenris. . .<b>Its finished</b>. just needa fix up Ventilation hive and the the hallways around it and then compile it and get the lighting right...so theres no need for another team, i said once that i would get it finished. . eventually, and i have._ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Do you have my version of the Vent hive? because I think I still have it floating around somewhere.
Its actually become pretty popular....
Just make it so all the weldables work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason
Vahn:yeah i have your version there was just some bits needed touching up. like some 1unit thick brushes.thats all..
I used the pieces that every body else sent me before, but the majority of the areas assigned to people werent completed so i did them. and now i just needa double check everything, touch up bits that i prolly missed.then compile, I have the rad i used before and i think it was pretty accurate to sir pepes version of fenris so shouldnt take to long before i get a playable version up.
lets have a closed test on my server, i been waiting forever for this map to be completed and i want to be one of the first to have a match on it.
<!--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-->
Adding: ns/dlls\ns.dll
Dll loaded for mod Half-Life
execing skill.cfg
Spawn Server ns_fenris
Clearing memory
Using WAD File: ns2.wad
Using WAD File: ns.wad
Using WAD File: liquids.wad
Using WAD File: halflife.wad
Using WAD File: hallwall_1.wad
Texture load: 264.9ms
WARNING: failed to locate sequence file ns_fenris
GAME SKILL LEVEL:1
Executing listen server config file
Last 32 messages parsed.
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
BAD: -1:svc_bad
Wrote erroneous message to buffer.dat
Host_Error: no precache: *1<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
if the error isnt fixed (i tryed looking around for it for about 2 hours) im just going to use my cargo hive c and module b to recreate it again.
MAX_MAP_CLIPNODES
pff...
MAX_MAP_CLIPNODES
pff... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
BWAHAHAHAHA! XD
so... its too huge. you overdid it, sir.
i got it to compile using the "big block method" of finding leaks, but instead of leaks i was using it to reduce the amount of clipnodes.
man this map needs some serious optimization, i see brushes and hallways that lead to nowhere.
Lt.Gravity@gmx.net
<!--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-->
Maybe I'm all wrong about your mapping skill, but I haven't seen it so far.
I got the map compiling, got max_map_clipnodes. . .fixed it, got more errors fixed them. I got it compiling but rad was just taking too long, so i couldnt be arsed, GigaBite dont remove anything of that map, if sir-pepe got it compiled and i got it compiled then you should be able to get it compiled.
And i did a fine job on putting it together if i do say so myself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
dont post any errors on here because as far as im concerned there is none. Now if you cant get it compiled I'll do it, at the weekend like i said.
again dont remove anything from that map yet.. . it doesnt even have "detail" so to speak anyways, its just friggin HUGE!!!
As soon as its finished IF Sir-Pepe doesnt wanna make any changes then we will ask him if we can._
jezpuh, i didnt ask for your opinion, and fenris was already made. i made cargo hive c for the remake, and that was done a long time ago. but wait, you didnt think i was another nz_nexus the first time this thread was on the mapping forums so you probably didnt notice me in the old fenris remake thread.
so please **** off, would be the nice way to put it.
moconnor, the map needs to be optimized, its not just a good idea, it really needs it. i have been going through and removing useless detail from the map and have come across several brushes left from the decompile, and there are some func_rotating brushes that have no origin so you see them flying all over the map. then there are lights that aren't func_walls, so they cut into the ceiling and make higher w_polys. anyways, im going to optimize it because it needs it.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> ns_fenris
there is in my batch compiler!! <!--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-->
-cliptype precise
thats what you have to type in for the hammer compiler. . ..
If you think thats what is best for it go ahead,i cant really stop you. BTW not every single light fixture in fenris is a func_wall,think of the entity limit before you start function'in everything:D
and boys, behave, dont bring the same argument in here that was in gigabite's other thread and got locked._
You mean you went around deleting detail to reduce clipnodes before even switching to precise...
-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes
-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message
-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
thats the csg usage chart. there is no "-cliptype precise" "or "-precise" on it.
nor is there any option in bsp, vis or rad. the command does not exist.
currently the map only compiles if i put a huge block on 1/4 of the map. and it wont rad.
i removed some detail from the map, starting on the suttle things, and fixing the bugs. whoever put marinestart together didnt put origins on the func_rotating things in the floor, fixed that.
-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes
-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message
-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
thats the csg usage chart. there is no "-cliptype precise" "or "-precise" on it.
nor is there any option in bsp, vis or rad. the command does not exist.
currently the map only compiles if i put a huge block on 1/4 of the map. and it wont rad.
i removed some detail from the map, starting on the suttle things, and fixing the bugs. whoever put marinestart together didnt put origins on the func_rotating things in the floor, fixed that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
-cliptype precise!!!!!!...'D
Where the hell is the func rotating in the MS???good god!!
GiGaBiTe maybe you should just let me compile since i can without all this trouble you seem to be having.
and like i said. . .use batch compiler.it has cliptype precise aswell, which is very handy..._
Of course there is... You have:<ul><li>-clipype smallest</li><li>-clipype normalized</li><li>-clipype simple</li><li>-clipype precise</li><li>-clipype legacy</li></ul>
<a href='http://www.zhlt.info/command-reference.html#hlcsg' target='_blank'>zhlt</a>
i got it to compile by replacing rad on zhlt 3.0 with the 2.5.3 verson. now the only issue is the map is beyond fullbright, its almost completely white. and i know rad ran, because it took about 40 mins.
fullbright?meh. . .i'm gonna compile it now before i hit the scratcher and hopefully it will be done when i wake up.._
The link is <a href='http://www.unknownworlds.com/forums/index.php?showtopic=21248&st=0' target='_blank'>here.</a> The p15 build is still there, but its a tad buggier than p13 (though I've heard of some people using p13 RAD with the other p15 tools with success though... not terribly sure.)
You will likely find that if you use these tools and the cliptype settings (I prefer normalized myself, though precise may likely be better for a bigger map.) will result in a far more optimized map.
Cagey's opt_plns tool optimized the number of planes in a compiled map, though I think it is now integrated into the p15 BSP tool.
heres the new and probably the final problem to solve.
if there are any decompiled 1 unit thick brushes in the map, it screws up rad and it cannot properly light the map. no matter where the 1 unit thick brush is, it will screw up the compile. i stumbled across this issue when i was creating cargo hive c.
the way i solved this, was by using 2 maps. first i would re-create the geometry next to the decompiled part (i wouldnt place it on top because i might forget to delete the 1 unit thick brush)
then i would put it in the new map so the mangled brushes wouldnt poison the compiler.
this is the problem that keeps fenris from compiling right. i have found at least 20 mangled brushes from the decompile (some people forgot to remove them when they made their part)
and whats more frustrating is that usually hammer gets mad at them and says that they are "texture axis perpendicular to face" errors, but it doesnt say that. so you have to fly around the entire map looking for these little buggers, which are extremely hard to find because they are usually embedded in solid architecture, and they are almost impossible to find in the 2d grids.
heres an example of what im talking about. open the brush_error1 map first, then open the brush_error2 map, you will see what im talking about. that 1 brush caused rad not to run right.