Got Any Tips On Fixing...
Machiavelli
Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">...Leaf saw into Leaf?</div> The map I have been working on has a few minor errors which I need to fix before I can run the map and test it out. Right now, I have a leaf saw into leaf error, and am very close the the limit of light data (I was able to just get it under by using -sparce). Does anyone have tips for fixing leaf saw into leaf, or tips on reducing a map's light data?
Now, I know leaf saw into leaf happens when two or more complex brushes overlap and the cliping that happens messes up their faces, however, I don't find any errors in Worldcraft when I look.
Also, at the marked points in the compile log, I can't seem to find where the brushes overlap.
As for the light data, almost all the level's lighting is texture light. In most spots I place the texture lights in grid along the roof. If I reduced the number of lights in these grids would that help reduce the amount of light data? Also, If I put the null texture on brushes that normaly used the aaa_trigger texture (ei: push entities, trigger_hurts, info_locations) would that help reduce the amount of light data?
Here is the compile log, I have highlighted any section that I believe to be relevent.
<span style='font-size:8pt;line-height:100%'><span style='color:gray'>
** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLCSG.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\HLCSG.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
Loading hull definitions from 'c:\Sierra\Half-Life\NS\nshulls.txt'
Entering c:\program files\valve hammer editor\maps\ns_depths.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ c:\Sierra\Half-Life\NS\nshulls.txt ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
32 brushes (totalling 196 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (98.15 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.44 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 19880/32767 397600/655340 (60.7)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 8415/32767 336600/1310680 (25.7)
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] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 734200 bytes ===
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 25 used textures, 26.88 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 68 used textures, 73.12 percent of map (578 textures in wad)
added 12 additional animating textures.
Texture usage is at 2.95 mb (of 4.00 mb MAX)
118.31 seconds elapsed [1m 58s]
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLBSP.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\HLBSP.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ 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 4096)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_depths.prt'
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 243/400 15552/25600 (60.8)
planes 19880/32767 397600/655340 (60.7)
vertexes 20282/65535 243384/786420 (30.9)
nodes 8573/32767 205752/786408 (26.2)
texinfos 8415/32767 336600/1310680 (25.7)
faces 14178/65535 283560/1310700 (21.6)
clipnodes 26470/32767 211760/262136 (80.8)
leaves 5592/8192 156576/229376 (68.3)
marksurfaces 18706/65535 37412/131070 (28.5)
surfedges 65429/512000 261716/2048000 (12.8)
edges 34316/256000 137264/1024000 (13.4)
texdata [variable] 4624/4194304 ( 0.1)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 48732/524288 ( 9.3)
105 textures referenced
=== Total BSP file data space used: 2340532 bytes ===
29.17 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLVIS.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\HLVIS.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart
2705 portalleafs
9553 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (183.01 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1022.71 seconds)
<span style='color:red'>Warning: Leaf portals saw into leaf
Problem at portal between leaves 2693 and 2698:
(-2783.959 -2624.076 -672.137)
(-2784.000 -2624.076 -672.000)
(-2784.000 -2924.657 -670.385)
(-2645.704 -3136.000 -1136.000)
(-2640.963 -3136.000 -1152.000)
(-2585.472 -2994.971 -1340.038)</span>
average leafs visible: 142
g_visdatasize:98913 compressed from 916995
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 243/400 15552/25600 (60.8)
planes 19880/32767 397600/655340 (60.7)
vertexes 20282/65535 243384/786420 (30.9)
nodes 8573/32767 205752/786408 (26.2)
texinfos 8415/32767 336600/1310680 (25.7)
faces 14178/65535 283560/1310700 (21.6)
clipnodes 26470/32767 211760/262136 (80.8)
leaves 5592/8192 156576/229376 (68.3)
marksurfaces 18706/65535 37412/131070 (28.5)
surfedges 65429/512000 261716/2048000 (12.8)
edges 34316/256000 137264/1024000 (13.4)
texdata [variable] 4624/4194304 ( 0.1)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 98913/2097152 ( 4.7)
entdata [variable] 48732/524288 ( 9.3)
105 textures referenced
=== Total BSP file data space used: 2439445 bytes ===
1206.55 seconds elapsed [20m 6s]
----- END hlvis -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLRAD.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -sparse -lights c:\Sierra\Half-Life\NS\nslight.rad -dscale 3 -bounce 1
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\HLRAD.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -sparse -lights c:\Sierra\Half-Life\NS\nslight.rad -dscale 3 -bounce 1
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 [ 3.000 ] [ 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 ]
14178 faces
Create Patches : 72534 base patches
0 opaque faces
831009 square feet [119665384.00 square inches]
27 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (252.38 seconds)
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1075.99 seconds)
visibility matrix : 14.8 megs
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1572.13 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (77.00 seconds)
Transfer Lists : 36890488 : 36.89M transfers
Indices : 22657412 : 21.61M bytes
Data : 147561952 : 140.73M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.29 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (27.40 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 243/400 15552/25600 (60.8)
planes 19880/32767 397600/655340 (60.7)
vertexes 20282/65535 243384/786420 (30.9)
nodes 8573/32767 205752/786408 (26.2)
texinfos 8415/32767 336600/1310680 (25.7)
faces 14178/65535 283560/1310700 (21.6)
clipnodes 26470/32767 211760/262136 (80.8)
leaves 5592/8192 156576/229376 (68.3)
marksurfaces 18706/65535 37412/131070 (28.5)
surfedges 65429/512000 261716/2048000 (12.8)
edges 34316/256000 137264/1024000 (13.4)
texdata [variable] 4624/4194304 ( 0.1)
<span style='color:red'>lightdata [variable] 3845688/4194304 (91.7)</span>
visdata [variable] 98913/2097152 ( 4.7)
entdata [variable] 48732/524288 ( 9.3)
105 textures referenced
=== Total BSP file data space used: 6285133 bytes ===
3032.49 seconds elapsed [50m 32s]
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.bsp" "C:\SIERRA\Half-Life\ns\maps\ns_depths.bsp"
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.pts" "C:\SIERRA\Half-Life\ns\maps\ns_depths.pts"
** Executing...
** Command: C:\SIERRA\HALF-L~1\HL.EXE
** Parameters: +map "ns_depths" -dev -console</span></span>
Now, I know leaf saw into leaf happens when two or more complex brushes overlap and the cliping that happens messes up their faces, however, I don't find any errors in Worldcraft when I look.
Also, at the marked points in the compile log, I can't seem to find where the brushes overlap.
As for the light data, almost all the level's lighting is texture light. In most spots I place the texture lights in grid along the roof. If I reduced the number of lights in these grids would that help reduce the amount of light data? Also, If I put the null texture on brushes that normaly used the aaa_trigger texture (ei: push entities, trigger_hurts, info_locations) would that help reduce the amount of light data?
Here is the compile log, I have highlighted any section that I believe to be relevent.
<span style='font-size:8pt;line-height:100%'><span style='color:gray'>
** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLCSG.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\HLCSG.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
Loading hull definitions from 'c:\Sierra\Half-Life\NS\nshulls.txt'
Entering c:\program files\valve hammer editor\maps\ns_depths.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ c:\Sierra\Half-Life\NS\nshulls.txt ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
32 brushes (totalling 196 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (98.15 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.44 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 19880/32767 397600/655340 (60.7)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 8415/32767 336600/1310680 (25.7)
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] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 734200 bytes ===
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 25 used textures, 26.88 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 68 used textures, 73.12 percent of map (578 textures in wad)
added 12 additional animating textures.
Texture usage is at 2.95 mb (of 4.00 mb MAX)
118.31 seconds elapsed [1m 58s]
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLBSP.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\HLBSP.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ 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 4096)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_depths.prt'
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 243/400 15552/25600 (60.8)
planes 19880/32767 397600/655340 (60.7)
vertexes 20282/65535 243384/786420 (30.9)
nodes 8573/32767 205752/786408 (26.2)
texinfos 8415/32767 336600/1310680 (25.7)
faces 14178/65535 283560/1310700 (21.6)
clipnodes 26470/32767 211760/262136 (80.8)
leaves 5592/8192 156576/229376 (68.3)
marksurfaces 18706/65535 37412/131070 (28.5)
surfedges 65429/512000 261716/2048000 (12.8)
edges 34316/256000 137264/1024000 (13.4)
texdata [variable] 4624/4194304 ( 0.1)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 48732/524288 ( 9.3)
105 textures referenced
=== Total BSP file data space used: 2340532 bytes ===
29.17 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLVIS.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\HLVIS.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart
2705 portalleafs
9553 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (183.01 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1022.71 seconds)
<span style='color:red'>Warning: Leaf portals saw into leaf
Problem at portal between leaves 2693 and 2698:
(-2783.959 -2624.076 -672.137)
(-2784.000 -2624.076 -672.000)
(-2784.000 -2924.657 -670.385)
(-2645.704 -3136.000 -1136.000)
(-2640.963 -3136.000 -1152.000)
(-2585.472 -2994.971 -1340.038)</span>
average leafs visible: 142
g_visdatasize:98913 compressed from 916995
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 243/400 15552/25600 (60.8)
planes 19880/32767 397600/655340 (60.7)
vertexes 20282/65535 243384/786420 (30.9)
nodes 8573/32767 205752/786408 (26.2)
texinfos 8415/32767 336600/1310680 (25.7)
faces 14178/65535 283560/1310700 (21.6)
clipnodes 26470/32767 211760/262136 (80.8)
leaves 5592/8192 156576/229376 (68.3)
marksurfaces 18706/65535 37412/131070 (28.5)
surfedges 65429/512000 261716/2048000 (12.8)
edges 34316/256000 137264/1024000 (13.4)
texdata [variable] 4624/4194304 ( 0.1)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 98913/2097152 ( 4.7)
entdata [variable] 48732/524288 ( 9.3)
105 textures referenced
=== Total BSP file data space used: 2439445 bytes ===
1206.55 seconds elapsed [20m 6s]
----- END hlvis -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLRAD.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -sparse -lights c:\Sierra\Half-Life\NS\nslight.rad -dscale 3 -bounce 1
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\HLRAD.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -sparse -lights c:\Sierra\Half-Life\NS\nslight.rad -dscale 3 -bounce 1
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 [ 3.000 ] [ 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 ]
14178 faces
Create Patches : 72534 base patches
0 opaque faces
831009 square feet [119665384.00 square inches]
27 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (252.38 seconds)
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1075.99 seconds)
visibility matrix : 14.8 megs
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1572.13 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (77.00 seconds)
Transfer Lists : 36890488 : 36.89M transfers
Indices : 22657412 : 21.61M bytes
Data : 147561952 : 140.73M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.29 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (27.40 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 243/400 15552/25600 (60.8)
planes 19880/32767 397600/655340 (60.7)
vertexes 20282/65535 243384/786420 (30.9)
nodes 8573/32767 205752/786408 (26.2)
texinfos 8415/32767 336600/1310680 (25.7)
faces 14178/65535 283560/1310700 (21.6)
clipnodes 26470/32767 211760/262136 (80.8)
leaves 5592/8192 156576/229376 (68.3)
marksurfaces 18706/65535 37412/131070 (28.5)
surfedges 65429/512000 261716/2048000 (12.8)
edges 34316/256000 137264/1024000 (13.4)
texdata [variable] 4624/4194304 ( 0.1)
<span style='color:red'>lightdata [variable] 3845688/4194304 (91.7)</span>
visdata [variable] 98913/2097152 ( 4.7)
entdata [variable] 48732/524288 ( 9.3)
105 textures referenced
=== Total BSP file data space used: 6285133 bytes ===
3032.49 seconds elapsed [50m 32s]
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.bsp" "C:\SIERRA\Half-Life\ns\maps\ns_depths.bsp"
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.pts" "C:\SIERRA\Half-Life\ns\maps\ns_depths.pts"
** Executing...
** Command: C:\SIERRA\HALF-L~1\HL.EXE
** Parameters: +map "ns_depths" -dev -console</span></span>
Comments
leaves are volumetric invisible pieces of the visible volume of your map (with all brushes ignored).
The whole volume of your map gets filled with leaves, that follow the same shape rules as brushes.
The borders of leafes are leaf portals that connect leaves to other leafes or to solid walls/textures.
When you walk through a map you walk from one leaf to another, each leaf seeing another groupö of other leafes (vis matrix).
Now the leaf creation routine, filling your map, is 6 years old, so it often fails on too complex level geometry.
you can:
simplify your level geometry.
convert small solid brushes, pipes ... into func_wall
use HINT brushes, they cut leafes.
Leaf creation looks for xy coordinates first, whenever the height changes you get a new leaf that can go till the ceeling.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"Leaf portal saw into leaf..."
If you create angled brushes and make them overlap (e.g. heavily clipped/carved rocks overlapping), then sometimes inaccuracies can occur and this error pops up, usually meaning that VIS takes longer and a 'Hall Of Mirrors' effect will become apparent in the region specified (that area of the map will flicker, as if you can see out into the void).
»Go to the co-ordinates given and alter the geometry there
»Try turning some solids in that area into func_wall entities<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
thanks for the teach.
Yes, I know. I have been looking there but can't seem to figure out where the issue is. It is in a part of the level that has complex rock like formations, however, it is a mirror of another part of the level, and that other part isn't giving me problems. There is no clear location where I can find the problem, so thats why I was seeing if anyone here had more experiance fixing this kind of problem.
I have only had to deal with this problem one other time, and that time I just deleated the brush(s) that I believed were causing the problem. However, this time I don't know which brush is causing it and I can't just deleat is since there is a fair amount of important stuff at those locations.