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  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (Kage @ May 28 2003, 05:09 AM)
    info_compile_parameters is defined in the fgd file. There are so many fgds right now that you're better off just writing in the extra parameters in your fgd.

    He meant having the field actually do something once it's added to the fgd, which requires a change in the code that reads it smile.gif

    I actually added support for cliptype in info_compile_parameters when I added cliptype to the tools back in p3, but I haven't tested it. I also updated it when I added the normalized cliptype to p5. If you've tried adding the key-value pair directly from the command line, it won't process because I made the field a dropdown in the VHE objectproperties dialog, which IIRC requires integer values.

    Here's the fgd addition (stick inside of info_compile_parameters):

    cliptype(choices) : "Clip Hull Type" : 4 =
    [
    0 : "Smallest"
    1 : "Normalized"
    2: "Simple"
    3 : "Precise"
    4 : "Legacy"
    ]

    I'll start publishing this information in future releases so you won't have to be psychic to know how I implmeneted things. smile.gif

    On a slightly different note, it would probably simplify things if the info_compile_parameters entity wan't in future NS fgds; I believe that VHE allows multiple fgds to be defined for a game type now, and it would be easier to maintain the tool entities in a separate document since they reflect a different branch of development.
    XP-Cagey

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  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members Posts: 562
    Yes, I do realise that Kage. Thanks for clearing it up Cagey smile.gif
  • A_WseM4n_0nc3_SadA_WseM4n_0nc3_Sad Join Date: 2003-04-04 Member: 15179Members Posts: 6
    Ok, i ran into another one of those odd limits, this time it's the MAX_SWITCHED_LIGHTS limit, i dunno if it's possible to increase it, but if you can, BIG Thanks ahead of time smile.gif
  • crodecrode Join Date: 2002-11-09 Member: 7876Members Posts: 141 Fully active user
    I also have a problem that may or maynot be related to some sort of limits in either HL or compiling. See my post about it and see what you think

    http://www.unknownworlds.com/forums/in...=ST&f=4&t=33462
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (crode @ May 29 2003, 02:56 PM)
    I also have a problem that may or maynot be related to some sort of limits in either HL or compiling.  See my post about it and see what you think

    http://www.unknownworlds.com/forums/in...=ST&f=4&t=33462

    Allocblock errors can be pretty nasty to track down since you don't have a lot of information to go on -- there's some information on what they are and how to find them here: http://www.slackiller.com/tommy14/errors.h....htm#allocblock

    As that page notes, it could be related to your leaf saw into leaf error during compile...

    I usually tell people to bookmark that page -- tommy14 has collected a huge amount of helpful information on compile problems into a single well-organized source.
    XP-Cagey

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  • BuGiBuGi Join Date: 2002-11-02 Member: 5283Members Posts: 45
    I'm making a dod map and I use -cliptype precise. With legacy mode, everything goes like they're supposed to. But when I use precise some parts of the map doesn't clip at all, and some parts just have invisible walls.

    Picture
    Area between those red lines acts like noclip, but the whole wall is one brush, and it isn't an entity.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    edited May 2003
    QUOTE (BuGi @ May 30 2003, 08:17 AM)
    Area between those red lines acts like noclip, but the whole wall is one brush, and it isn't an entity.

    Can you send me a cut-down copy of that map (preferably just that room if the bug is still present) for testing? I have another 2 test cases for this, but haven't been able to pin anything down. Are there any unusually thin brushes or unusually shaped brushes within 1024 units of that wall?

    At this point, I've narrowed down the problem in the other maps to code that decides which way a bevel edge should face -- I currently take a dot product between the average normal of the two faces that require the bevel edge and the edge itself and flip the bevel if the result indicates they are over 90 degrees apart; this should always work in theory, but it's apparently not working fully in practice. When a bevel in one brush is backward, it has the potential to not only break the brush its in, but actually remove clipping information from other brushes during the phase that uses CSG on brush faces to create the hull if the resulting overall shape is illegal (e.g. the resulting brush has an inward facing normal).

    I'm looking at alternative methods of determining the direction to face the bevel -- taking the dot product with a vector pointing to the centroid of the brush is promising. I am still working out what might be going on with the current solution since it should be working properly; I don't believe the borderline case of a 90 degree difference between a bevel and the average of the faces it cuts is possible on a convex polyhedron, but don't have a mathematical proof for that conjecture.

    My original solution to the bevel facing problem was to simply point the vector in the same octant (quadrant in 3d instead of 2d) as the average normal of the two faces, but this was proven to be inadequate when the angle between the face normals was large. Although the current solution is more robust, there is evidently still a border case. I'll be sure to update when I finally nail this problem.

    As it currently stands, each bug report appears to be due to a brush that is somehow violating the geometric assumptions I'm currently making (convex and all edges border faces that are less than 180 degrees apart... but that should be every case the code sees since brushes with 0 thickness aren't allowed by the compiler, right?). Tracking down the brush that is the source of the actual problem using the big block method has been a slow process--the location of the clipping hole is not necessarily the location of the problem brush, which has made it tougher to debug.

    EDIT:spelling

    EDIT2: a little more about the method used to determine bevel facing: if two vectors in 3d space have a dot product of 0, they are perpendicular. If the dot product is positive, they are less than 90 degrees apart; otherwise they are more than 90 degrees apart.

    Assuming that two faces have normals less than 180 degrees apart, it stands to reason that the vector bisecting the angle between them should be less than 90 degrees from each. If the bevel face normal is also less than 90 degrees from the mean of the normal vector (substituted for the bisection of the angle), it ought to be facing the correct direction (i.e. although it might be over 90 degrees from one face normal, that wouldn't be true for both).

    Thought: perhaps I need to take a more formal approach to bisecting the angle between the normals instead of taking the mean of the vectors?
    XP-Cagey

    Recommended Reading: NS Mapping Guidelines | Mapping Forum FAQ
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  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members Posts: 822
    Wow, highly thechnical. If my native language was English I might have understood it on the first read, but I think there is nothing to comment on in it for me anyway. nerd.gif (HEY! Who called this smily nerdy?!?)
    I assume you use 32-bit floats for performance reasons, right? Then, isn't it possible that these errors occure due to roundings? Some trigonometric functions after another might give you a 0,001 instead of 0 somewhere confused.gif
    I do not really think this is the case, but you should probably make a testrun with 64-bit floats to go sure? (Hope there is not too much asm code in the tools... *looksatthesources*)
    All you ever wanted to know about -texchop & -subdivide:
    Texture dimensions vs. appearance, memory, and r_speeds
  • BuGiBuGi Join Date: 2002-11-02 Member: 5283Members Posts: 45
    I made a copy of that part of the map, and the bug wasn't there anymore. Then I copy-pasted (select all) the whole map and the bug was gone. But I can still send the original .rmf
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (BuGi @ May 30 2003, 01:09 PM)
    I made a copy of that part of the map, and the bug wasn't there anymore. Then I copy-pasted (select all) the whole map and the bug was gone. But I can still send the original .rmf

    Since the problem doesn't appear to be inherent in the brush geometry (maybe a bad export to .map format was causing it?), I think I'll stick with the test cases I have now -- I really appreciate the offer though. smile.gif
    XP-Cagey

    Recommended Reading: NS Mapping Guidelines | Mapping Forum FAQ
    Nostalgia: Power Cells Thread
  • crodecrode Join Date: 2002-11-09 Member: 7876Members Posts: 141 Fully active user
    i had this clips or no clips in strange places problem happen about 3 times in different areas. Usually it was fixed by rearanging the shape of the clips and remove any overlaping clip brushes
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members Posts: 562
    Cagey, just an idea, would it be possible to fix the vis problems with large entities?

    - i.e. them being able to be seen everywhere on the map.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (A_W!seM4n_0nc3_Sa!d @ May 28 2003, 05:12 PM)
    Ok, i ran into another one of those odd limits, this time it's the MAX_SWITCHED_LIGHTS limit, i dunno if it's possible to increase it, but if you can, BIG Thanks ahead of time  smile.gif

    IIRC, MAX_SWITCHED_LIGHTS is actually the count of all map entities minus the unnamed lights in the map, and can't exceed 1024 by default -- I'm not sure if I can raise that without causing more serious problems, since the total number of entities is capped in-game and going over it will cause a server crash. If you need to keep under the limit, removing any entity that isn't an unnamed light should help if I remember the actual purpose of the limit correctly.

    QUOTE ([watch.me.die] @ May 31 2003, 04:59 PM)
    Cagey, just an idea, would it be possible to fix the vis problems with large entities?

    - i.e. them being able to be seen everywhere on the map.

    I don't know how much I can do with this, since the entity vis code doesn't appear to depend on any cache in the bsp; unlike the VIS table for the worldspawn, there isn't any permanent information for entity vis. I suppose I could look at the Quake code to see how the unmodified engine handles entity vis and brainstorm, but I think the amount of effort involved is going to make this a low priority for the time being.
    XP-Cagey

    Recommended Reading: NS Mapping Guidelines | Mapping Forum FAQ
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  • crodecrode Join Date: 2002-11-09 Member: 7876Members Posts: 141 Fully active user
    edited June 2003
    Cagey, i need to talk to you soon. Im still dealing with this allocblock full issue. From what i can tell its from either having over 4000 brushes, too many func_illusionary brushes or something similar to this

    please find me soon. Ill be on gamesnet irc #clan-cis or #nsmapping

    UPDATE
    Ive narrowed it down to this:
    If I texture a few more brushes I get the allocblock:full error (been confirmed on another PC)
    If I null a few brushes I dont get the error

    This leads me to believe there is a cap on the viewable textured faces in the map. I would like to solve this without deleting a bunch of area. Ive worked on this map for 6 months now it would be a real shame to hack parts away.
    Post edited by Unknown User on
  • The_Real_NemThe_Real_Nem Join Date: 2002-12-16 Member: 10900Members Posts: 53
    For all you Batch Compiler users out there, a specification file for BC supporting OptPlns can be found:
    http://countermap.counter-strike.net/Nemes...s/index.php?p=4
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members Posts: 822
    thx Nem
    All you ever wanted to know about -texchop & -subdivide:
    Texture dimensions vs. appearance, memory, and r_speeds
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members Posts: 3,844
    Ithink i found a bug in optplns.exe
    Wen I cver a "trigger_hurt" (wich does 100000 damage per second) with the null texture and use optplns on it, the trigger hurt does not hurt anymore.
    "What are we going to do tonight, Brain?"
    "The same thing we do every night, Pinky, trying to launch Steam."

    I like:
    user posted image
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members Posts: 822
    In this case: eMail the author.
    All you ever wanted to know about -texchop & -subdivide:
    Texture dimensions vs. appearance, memory, and r_speeds
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Community Dev Team Posts: 2,557 mod
    will we see any updates on this tools in the future or not? i would to see new features.
    And could someone make a list with all the new introduced arguments and features? i think they are not in the readme(are they?)
    Ollj: "ns_napo, the first good custom map ever" ns_napo
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    edited August 2003
    I guess it's time for a state of the tools post wink.gif

    The list of features that the "p series" of tools has added to the 1.7 build with each release will be at the bottom of this point, along with a listing of known issues.

    I haven't stopped Half-Life tool development, but with the exception of trying to remove some bugs in the CSG and BSP code I doubt that I'll be spending more time working with the current HL tool codebase. I am currently writing a faster and more memory efficient version of the CSG and BSP process from scratch (no firm release date, sorry) that will replace the p series of HL tools once it's out of beta. Unlike the hacks I've thrown together to date (such as opt_plns), the new tools will be released with full documentation and an actual installer once they have been tested. Once I am at a point where I need beta testers, I will probably make a post to this thread asking for them. I am going to keep this a solo project for the time being because I intend to also make it a part of my portfolio while I job hunt.

    The bad news about this process is that I won't be adding new features to Merl's toolset (I will still fix bugs if I can get solid test cases with enough counterexamples to narrow down the behavior). The good news is that I have optimizations in mind for the new tools that would be extremely cumbersome to write using the existing codebase; since I'm starting from a blank slate, I'll be able to lay out the inner workings of the code in a manner better suited to future improvements. I firmly believe that the ground I've lost in performing the rewrite of the tools will be easily made up by the time saved when I work on really getting down to the nuts and bolts of optimizing BSP output. I hope to have a debugged, improved replacement toolset out by the end of the Summer (no promises).

    If you would like the source code to the 1.7p10 build, talk to me privately about it (PM or email). I haven't heard from Merl about merging the clip code improvements with the main development branch in well over 4 months, so I'm more than willing to pass the torch on to other programmers and forget about my original goal of maintaining a single public source code offering.

    If you would like to suggest feature additions for the new tools, please email them to me -- I'm collecting suggestions now so that I can design the tools to accommodate them later. I will be setting up a forum at my website for tool discussion in the near future.

    "p series" features by release (the file 1.7p11 readme.txt expands on this information):
    1.7p - raised limit on MAX_MAP_PLANES to 64K
    1.7p2 - raised limit on lightdata to 6MB
    1.7p3 - introduced new clipping code, see this thread for syntax and details
    1.7p4 - bugfixes, added -cliptype normalized
    1.7p5 - bugfixes, raised limit on MAX_MAP_BRUSHES to 32K, released p series compatible ripents.exe, added "zhlt_noclip" and "zhlt_invisible" keys to solid entity definitions, added -nullfile <filename> switch to command line, introduced optimized geometry routines to speed up HLRAD.
    1.7p6 - bugfix (CSG)
    1.7p7 - bugfix (RAD)
    1.7p8 - workaround (RAD), added temporary "-oldmath" switch
    1.7p9 - bugfix (RAD), removed temporary "-oldmath" switch, added support for older hullfile format used by HL SDK 2.2
    1.7p10 - bugfix (RAD)
    1.7p11 - raised limit on lightdata to 8MB, added -lightdata <#> command line variable to add arbitrary lightdata amounts to a map

    opt_plns.exe features by release (the file opt_plns_readme.txt expands on this information):
    1.0 - first release
    1.1 - improved algorithm
    1.2 - bugfixes
    1.3 - bugfixes, added "-nopause" command line switch
    1.4 - added "-logfile <filename>" command line switch, added support for unlimited tex,light,and vis data, added more forgiving filename parse

    If you have questions about the usage of any feature, email me for guidance.

    Known issues:
    Using the first cliptype bugfix (present in "precise" and "simple") aggravates a bug in CSG processing that slices large sections of level geometry that shouldn't be cut. I've confirmed through a brute force test of generated brush shapes that the ExpandBrush routine is guaranteed to always create a brush that completely envelopes the volume of the brush it operates on, which has led me to conclude that there is a problem down the line that is causing the "holes" that people are seeing in their finished levels' clip hulls. This problem may or may not be related to the source of "leaf saw" errors which are only possible if either the final BSP geometry or the portals derived from it aren't valid; any errors in the final geometry or portals would point to mistakes or bad assumptions in the CSG or BSP routines that combine the brushes into a single face list and then form the BSP tree.

    P.S. - I will be updating the Mapping Guidelines after NS 2.0 is released.
    Post edited by Unknown User on
    XP-Cagey

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  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    I've posted a maintenance release, 1.7p11.

    -lightdata <#> is now a variable like -texdata <#>; use it to raise the amount of light data allocated for your map if you get a MAX_MAP_LIGHTDATA error. This is a new error report for an old problem--the compiler used to die without any reason given if it ran out of lightdata space. The default lightdata is now 8MB; it is 4MB in Merl's build.

    I've added position information to the "too many lightstyles on a face (?,?,?)" error -- the question marks are now the actual position where the error is happening. Only the first error of this type is reported by default because there can be thousands of them generated in a single compile. If you really want to see all of the places where this error is occuring, use the -verbose switch on HLRAD.
    XP-Cagey

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  • KageKage Join Date: 2002-11-01 Member: 2016Members Posts: 410
    edited August 2003
    Cagey, it appears that p11 has a bug in hlrad. I used this newest version of hlrad to compile, and it gave me strange lighting. It's like it's fullbright, but not...kind of hard to explain. There's a few blotches of colored light in the general area of where they should be, but they are definitely malformed. I then compiled my map with p10, and it had none of these errors. Here's an example (I have more if you need them):

    Room compiled with p11:
    user posted image
    Room compiled with p10:
    user posted image

    These pictures are not gamma corrected, because the first one would be a flashbang if it were.

    This isn't an absolutely urgent problem, because I am not using any of the new features present in p11 (yet), but I think you should definitely look into this.
    user posted image
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (Kage @ Aug 22 2003, 07:55 PM)
    This isn't an absolutely urgent problem, because I am not using any of the new features present in p11 (yet), but I think you should definitely look into this.

    Rolling back the download to p10 -- thanks for the heads up...
    XP-Cagey

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  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members Posts: 595
    edited August 2003
    I doubt you're doing much, if anything, with these tools anymore, but I have one minor feature request for your new toolchain, if you can accomplish this, if it even is worth doing at all for that matter.

    Allow one set of brushes to be used for the clipping hull, and another set to be used for the visible model. Basically zhlt_noclip on one entity, and full null texturing on another linked-to entity, which uses the second entity for defining the clipping hull of the first one.

    Quick example: Assume you have a pillar with a huge chomp taken out of it, as if by claws or teeth. A simple and clean CSG Subtract, if done right. But, you don't want players to be able to wiggle into that nitch, and possibly get stuck, etc, etc, so you want to have a seperate clip-hull func_wall textured in NULL. But, the original pillar is another func_wall for BSP effeciency. Seems a waste, two func_wall entities in the same place, while one entity could do the same thing as both of them.

    Why not use CLIP? Simple, CLIP-textured brushes disable the skulks wall-climb last I heard. =-.-=
    user posted image
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (WolfWings @ Aug 28 2003, 01:53 PM)
    I doubt you're doing much, if anything, with these tools anymore, but I have one minor feature request for your new toolchain, if you can accomplish this, if it even is worth doing at all for that matter.

    Allow one set of brushes to be used for the clipping hull, and another set to be used for the visible model. Basically zhlt_noclip on one entity, and full null texturing on another linked-to entity, which uses the second entity for defining the clipping hull of the first one.

    Quick example: Assume you have a pillar with a huge chomp taken out of it, as if by claws or teeth. A simple and clean CSG Subtract, if done right. But, you don't want players to be able to wiggle into that nitch, and possibly get stuck, etc, etc, so you want to have a seperate clip-hull func_wall textured in NULL. But, the original pillar is another func_wall for BSP effeciency. Seems a waste, two func_wall entities in the same place, while one entity could do the same thing as both of them.

    Why not use CLIP? Simple, CLIP-textured brushes disable the skulks wall-climb last I heard. =-.-=

    I've been thinking about how to accomplish that with the new tools, and I'm not sure if it's possible--I would need to be able to create a hybrid vis hull that included the planar cuts / physical definitions from the clip_hull model without those faces; if I just use the clip brush information in the clip hulls, that's no different from what CLIP texturing does now...

    Heh... I just got an idea on how this might work--set aside an alternate content type (SOLID_INVIS) for brushes with a new texture that would be an alternate of CLIP, process normally through CSG, remove the faces like null in BSP, treat SOLID_INVIS like EMPTY content for VIS and RAD, then set the content type to SOLID in a post-processing step so that skulk physics works OK. The drawback would be interaction with hitscan weapons and other items that use hull 0 - they would treat the new brushes as solid areas, too. You'd lose the ability to have marked surfaces for items like bulletholes or sprays in areas that were encased in this brush type. You'd also be looking at an increase in the number of nodes, leaves, and planes for the main hull.

    Complex but possible -- in the new tools, the behavior of any texture in any stage will be set through a properties interface, so that people could potentially build their own effects like this.
    XP-Cagey

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  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members Posts: 595
    edited August 2003
    Removed since my lagged-out ISP's web-cache didn't show XP-Cagey's reply before I made my post. =^.^=
    Post edited by Unknown User on
    user posted image
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members Posts: 595
    Okay, as of late I've been getting a very interesting set of lines in my log-file for my map-compiles testing Nancy segments...

    SDF::4

    As in, hundreds if not thousands of lines of JUST that, in the BuildFaceLights pass. What gives? It seems to light just fine, but this seems like an error, or possibly a debugging message still in p10?
    user posted image
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation Posts: 1,751
    QUOTE (WolfWings @ Sep 3 2003, 01:46 AM)
    Okay, as of late I've been getting a very interesting set of lines in my log-file for my map-compiles testing Nancy segments...

    SDF::4

    As in, hundreds if not thousands of lines of JUST that, in the BuildFaceLights pass. What gives? It seems to light just fine, but this seems like an error, or possibly a debugging message still in p10?

    It's a debug message that's been left in from Merl's 1.7 build... it's tough to reach, requiring the following conditions:

    QUOTE

                    for (i = 0; i < max_nudge; i++)
                    {
                        // Make sure we are "in the world"(Not the zero leaf)
                        if (leaf_mid)
                        {
                            SetSurfFromST(l, surf, us, ut);
                            leaf_surf =
                                HuntForWorld(surf, face_delta, p, DEFAULT_HUNT_SIZE, DEFAULT_HUNT_SCALE,
                                            DEFAULT_HUNT_OFFSET);

                            if (leaf_surf)
                            {
                                if (TestLine(surface_midpoint, surf) == CONTENTS_EMPTY)
                                {
                                    if (lightmode & eModelLightmodeConcave)
                                    {
    #ifdef HLRAD_HULLU
                                        vec3_t transparency = { 1.0, 1.0, 1.0 };
                                        if (TestSegmentAgainstOpaqueList(surface_midpoint, surf, transparency))
    #else
                                        if (TestSegmentAgainstOpaqueList(surface_midpoint, surf))
    #endif
                                        {
                                            Log("SDF::4\n");


    I'll make sure it's removed from p11 -- since it's apparently for debugging it should have been a developer message rather than a log message anyway.

    If you're curious about some of those conditions:

    TestSegmentAgainstOpaqueList is true when a light is blocked by an opaque object face.

    eModelLightmodeConcave corresponds to bit 3, or zhlt_lightflags values 4-7 integer.
    XP-Cagey

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  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members Posts: 595
    Ah, it's from the semi-extensive lightflags-6 pipework I turned into a func_illusionary in the rebuilt Subspace Interface Array hive in the WiP Nancy... gotcha. :-)

    As for WHY I did that... I built seperate and far simpler clipping brushes as a func_wall for them, along with the fact it cleaned up the BSP cuts noticably, so a Skulk can skitter along the pipes without falling off now. As for why type-6? Concave corners, which had the 'black seams' bug with just type-2.
    user posted image
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,450 Advanced user
    meh i downloaded the p10 tools and tried to use them in hammer (beta 3.5).

    this is what i get when i try to compile


    ** Executing...
    ** Command: Change Directory
    ** Parameters: C:\SIERRA\Half-Life


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\SIERRA\Half-Life\Ns\maps\ns_proxima6.map" "C:\SIERRA\Half-Life\ns\maps\ns_proxima6.map"


    ** Executing...
    ** Command: C:\DOCUME~1\NEWMIC~1\MYDOCU~1\MAPPIN~1\CAGEYS~1\hlcsg.exe
    ** Parameters: "C:\SIERRA\Half-Life\ns\maps\ns_proxima6"


    ** Executing...
    ** Command: C:\DOCUME~1\NEWMIC~1\MYDOCU~1\MAPPIN~1\CAGEYS~1\hlbsp.exe
    ** Parameters: "C:\SIERRA\Half-Life\ns\maps\ns_proxima6"


    ** Executing...
    ** Command: C:\DOCUME~1\NEWMIC~1\MYDOCU~1\MAPPIN~1\CAGEYS~1\hlvis.exe
    ** Parameters: "C:\SIERRA\Half-Life\ns\maps\ns_proxima6"


    ** Executing...
    ** Command: C:\DOCUME~1\NEWMIC~1\MYDOCU~1\MAPPIN~1\CAGEYS~1\hlrad.exe
    ** Parameters: "C:\SIERRA\Half-Life\ns\maps\ns_proxima6"

    it doesn't actually seem to bother itself about compiling... any ideas whats wrong?
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