Error Compiling And A "ghost Wall"
Zoc
<?php echo "Hi there!"; ?> Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
<div class="IPBDescription">relation between them?</div> When I compile, I see this error (warning?)
hlfix v0.81b by Jedediah Smith - <a href='http://extension.ws/hlfix/' target='_blank'>http://extension.ws/hlfix/</a>
Using epsilon 0.004
Reading input file C:\Felipe\co_duel\co_duel.rmf... done
Reading wad list file C:\Arquivos de programas\Valve Hammer Editor\tools\wad.txt
... done
Snapping vertices
Tesselating non-planar faces
(Entity 0, Brush 144): Tesselating non-planar face
(Entity 0, Brush 202): Tesselating non-planar face
Decomposing non-convex solids
(Entity 0, Brush 144): Decomposing non-convex solid
(Entity 0, Brush 202): Decomposing non-convex solid
Uniting coplanar faces
(Entity 0, Brush 145): Uniting coplanar faces
(Entity 0, Brush 145): Uniting coplanar faces
<b>WARNING (Entity 0, Brush 145): Uniting faces with different texture info</b>
Writing output file C:\Felipe\co_duel\co_duel.map... done
Mapfile backup application 2.0 - Built Nov 25 2002 23:15:43
bug reports -> merlinis@bigpond.net.au
this is a pipe that I made by editing vertexes... - but in game everithing is alright with it...
and, when I was testing the map with friends, there is a wall (a simple wall) that you can walk by it and fall in "void"...
Does it have anything related between them?
Thanks
EDIT: btw, what that means? - and why this happens?
Warning: Leaf portals saw into leaf
Problem at portal between leaves 285 and 288:
(-1262.000 -3087.880 -886.000)
(-1260.154 -3088.000 -882.309)
(-1256.000 -3088.000 -874.000)
(-1256.000 -2984.000 -874.000)
(-1262.000 -2984.000 -886.000)
hlfix v0.81b by Jedediah Smith - <a href='http://extension.ws/hlfix/' target='_blank'>http://extension.ws/hlfix/</a>
Using epsilon 0.004
Reading input file C:\Felipe\co_duel\co_duel.rmf... done
Reading wad list file C:\Arquivos de programas\Valve Hammer Editor\tools\wad.txt
... done
Snapping vertices
Tesselating non-planar faces
(Entity 0, Brush 144): Tesselating non-planar face
(Entity 0, Brush 202): Tesselating non-planar face
Decomposing non-convex solids
(Entity 0, Brush 144): Decomposing non-convex solid
(Entity 0, Brush 202): Decomposing non-convex solid
Uniting coplanar faces
(Entity 0, Brush 145): Uniting coplanar faces
(Entity 0, Brush 145): Uniting coplanar faces
<b>WARNING (Entity 0, Brush 145): Uniting faces with different texture info</b>
Writing output file C:\Felipe\co_duel\co_duel.map... done
Mapfile backup application 2.0 - Built Nov 25 2002 23:15:43
bug reports -> merlinis@bigpond.net.au
this is a pipe that I made by editing vertexes... - but in game everithing is alright with it...
and, when I was testing the map with friends, there is a wall (a simple wall) that you can walk by it and fall in "void"...
Does it have anything related between them?
Thanks
EDIT: btw, what that means? - and why this happens?
Warning: Leaf portals saw into leaf
Problem at portal between leaves 285 and 288:
(-1262.000 -3087.880 -886.000)
(-1260.154 -3088.000 -882.309)
(-1256.000 -3088.000 -874.000)
(-1256.000 -2984.000 -874.000)
(-1262.000 -2984.000 -886.000)
Comments
The void or invisible wall sounds like you're having issues with clip node generation? Try changing the settings in CSG or just re-vamping those areas in the editor. This could also be related to the leaf saw?
There are fine tutorials here : <a href='http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm' target='_blank'>http://members.lycos.co.uk/EditHalfLife/tu...rials/leafs.htm</a> and at DeWan's Old Tutorial on BSP and VIS.
Basicly this comes from an area whose floor is not square enough, square floor areas never give this problem. Note: often if there is only one leaf saw leaf in a map level, it can be ignored. So before getting busy, see how your map plays!
Solutions to try when you have a lot of leaf saws, or problems from leaf saws:
1. VIS -full compiles were designed to help with this problem, so the FIRST thing to try is recompile with VIS -full and see if it goes away.
2. func wall any brushes within the coordinates given for the problem, this will simplify VIS in the area because func wall brushes are invisible for VIS.
3. Move walls in the area to make the floors more square.
4. Put a HINT brush across the trouble area. HINT brushes cut VIS leafnodes, so they will reshape the area and may fix the problem.
5. Finally just start ripping brushes out of the area.
Fixing Leaf saw error has also been known to fix other errors in later RAD, like
FindTransferOffsetPatchnum returned -1 looking for patch 1570 in patch 199's transfer lists and other problems.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
- <a href='http://www.slackiller.com/tommy14/errors.htm#leafsaw' target='_blank'>tommy 14</a>
Yes, I'm aware of the irony that this is precisely the sort of thing that hlfix is supposed to fix but, well, it's not perfect (yet).
thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
btw, I think that I'm not getting problem with these:
Tesselating non-planar faces
(Entity 0, Brush 144): Tesselating non-planar face
(Entity 0, Brush 202): Tesselating non-planar face
Decomposing non-convex solids
(Entity 0, Brush 144): Decomposing non-convex solid
(Entity 0, Brush 202): Decomposing non-convex solid
these are 2 octagonal pipes...
What problem could this make ? (I can't see any problem until now)
Certain numeric comparisons in hlfix require a "fuzziness" value in order to deal with inaccurate data that can be generated by VHE. The value of the -e parameter is a multiplier for this fuzziness value. If you find that hlfix is modifying geometry it shouldn't or producing unexplainable "Incomplete edge cycle" errors, try raising this value. If you find that hlfix is not modifying geometry it should or that your compiled maps have visible errors, try lowering this value. The base value (1.0) is one that testing to date has shown produces correct results all the time. This value may change as beta testing proceeds and ultimately, the user will not have to worry about this parameter. For the time being, if you find that you need to alter the epsilon factor to get hlfix to work properly, please report this in the forums. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Your compile log shows that your epsilon factor is set to 0.004.
I'll increase tha value (didn't noticed that was soo low... - I'm using batch compiler's default for this.)
btw, does that mean that something wrong is happening? (or could happen?)
Tesselating non-planar faces
(Entity 0, Brush 144): Tesselating non-planar face
(Entity 0, Brush 202): Tesselating non-planar face
Decomposing non-convex solids
(Entity 0, Brush 144): Decomposing non-convex solid
(Entity 0, Brush 202): Decomposing non-convex solid
EDIT: I tried to use "-e 1.0" - but in the log still shows 0.004 - some kind of "bug" when showing the log?
Thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'll increase tha value (didn't noticed that was soo low... - I'm using batch compiler's default for this.)
btw, does that mean that something wrong is happening? (or could happen?)
Tesselating non-planar faces
(Entity 0, Brush 144): Tesselating non-planar face
(Entity 0, Brush 202): Tesselating non-planar face
Decomposing non-convex solids
(Entity 0, Brush 144): Decomposing non-convex solid
(Entity 0, Brush 202): Decomposing non-convex solid
EDIT: I tried to use "-e 1.0" - but in the log still shows 0.004 - some kind of "bug" when showing the log? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Those messages mean hlfix is repairing those errors. Ideally, you should figure out what is wrong with them that needs repairing, but if everything works fine in-game, you can probably just forget about it.
Also, the epsilon <i>factor</i> you supply on the command line is a multiplier for the base value which is 0.004. So -e 2 would give you an epsilon of 0.008, -e 0.5 would give you 0.002 etc.
Does it have anything related between them?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you're using the p12 tools, I'm currently collecting maps with bugged clipping in an attempt to make this no longer happen. Would you be willing to email me your map source (and any required wad files) for testing the p12 tools?
(If I don't send any email to you, its because I got some little problems in the university... - fell free to email me... probably I've forgot to do that... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)