The Bizzare Room From Hell!

SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
<div class="IPBDescription">What in gods name happened?</div> <!--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-->hlcsg v2.5.3 rel Custom Build 1.7p12 (Oct  7 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlcsg -----
Command line: "D:\Valve Hammer Editor\tools\hlcsg.exe"-wadautodetect -hullfile D:\Steam\SteamApps\direwolf40@hotmail.com\half-life\nsp\nshulls.txt -chart -estimate -texdata 4096 -low "D:\Valve Hammer Editor\maps\ns_testmap.map"
Loading hull definitions from 'D:\Steam\SteamApps\direwolf40@hotmail.com\half-life\nsp\nshulls.txt'
Entering D:\Valve Hammer Editor\maps\ns_testmap.map

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

noclip                [    off ] [    off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [    off ] [    off ]
wadtextures          [      on ] [      on ]
skyclip              [      on ] [      on ]
hullfile              [ D:\Steam\SteamApps\direwolf40@hotmail.com\half-life\nsp\nshulls.txt ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [  0.500 ] [  0.500 ]
brush union threshold [  0.000 ] [  0.000 ]

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

4 brushes (totalling 20 sides) discarded from clipping hulls
CreateBrush:
(0.16 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.50 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0%)
planes          2406/65535      48120/1310700  ( 3.7%)
vertexes            0/65535          0/786420  ( 0.0%)
nodes              0/32767          0/786408  ( 0.0%)
texinfos          362/32767      14480/1310680  ( 1.1%)
faces              0/65535          0/1310700  ( 0.0%)
clipnodes          0/32767          0/262136  ( 0.0%)
leaves              0/8192          0/229376  ( 0.0%)
marksurfaces        0/65535          0/131070  ( 0.0%)
surfedges          0/512000        0/2048000  ( 0.0%)
edges              0/256000        0/1024000  ( 0.0%)
texdata          [variable]          0/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]          0/524288  ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 62600 bytes ===

Including Wadfile: d:\valve hammer editor\tools\zhlt.wad
- Contains 1 used texture, 2.94 percent of map (4 textures in wad)
Using Wadfile: d:\steam\steamapps\direwolf40@hotmail.com\half-life\valve\halflife.wad
- Contains 6 used textures, 17.65 percent of map (3116 textures in wad)
Using Wadfile: d:\steam\steamapps\direwolf40@hotmail.com\half-life\nsp\ns.wad
- Contains 14 used textures, 41.18 percent of map (578 textures in wad)
Using Wadfile: d:\steam\steamapps\direwolf40@hotmail.com\half-life\nsp\ns2.wad
- Contains 8 used textures, 23.53 percent of map (296 textures in wad)
Using Wadfile: d:\steam\steamapps\direwolf40@hotmail.com\half-life\nsp\ca_mini_ns2.wad
- Contains 2 used textures, 5.88 percent of map (61 textures in wad)
Using Wadfile: d:\steam\steamapps\direwolf40@hotmail.com\half-life\nsp\ns_nancy.wad
- Contains 1 used texture, 2.94 percent of map (15 textures in wad)

Warning: ::FindTexture() texture A_ACCES not found!
Warning: ::FindTexture() texture V_PIPE_SILVER not found!
Warning: ::LoadLump() texture A_ACCES not found!
Warning: ::LoadLump() texture V_PIPE_SILVER not found!
Texture usage is at 0.98 mb (of 4.00 mb MAX)
0.72 seconds elapsed

-----  END  hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p12 (Oct  7 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlbsp -----
Command line: "D:\Valve Hammer Editor\tools\hlbsp.exe"-chart -estimate -texdata 4096 -low "D:\Valve Hammer Editor\maps\ns_testmap.map"

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

noclip              [    off ] [    off ]
nofill              [    off ] [    off ]
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 'D:\Valve Hammer Editor\maps\ns_testmap.prt'
Warning: No entities exist in hull 2, no filling performed for this hull

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              9/400          576/25600    ( 2.3%)
planes          2406/65535      48120/1310700  ( 3.7%)
vertexes        1778/65535      21336/786420  ( 2.7%)
nodes            517/32767      12408/786408  ( 1.6%)
texinfos          362/32767      14480/1310680  ( 1.1%)
faces            1276/65535      25520/1310700  ( 1.9%)
clipnodes        1193/32767      9544/262136  ( 3.6%)
leaves            292/8192        8176/229376  ( 3.6%)
marksurfaces    1552/65535      3104/131070  ( 2.4%)
surfedges        6235/512000    24940/2048000  ( 1.2%)
edges            3333/256000    13332/1024000  ( 1.3%)
texdata          [variable]      2532/4194304  ( 0.1%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]      5483/524288  ( 1.0%)
34 textures referenced
=== Total BSP file data space used: 189551 bytes ===
0.64 seconds elapsed

-----  END  hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p12 (Oct  7 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlvis -----
Command line: "D:\Valve Hammer Editor\tools\hlvis.exe"-fast -chart -estimate -texdata 4096 -low "D:\Valve Hammer Editor\maps\ns_testmap.map"
233 portalleafs
679 numportals

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

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


BasePortalVis:
(0.13 seconds)
Warning: Leaf portals saw into leaf
    Problem at portal between leaves 67 and 74:
      (3405.502 2944.299 3760.000)
    (3496.000 2919.064 3760.000)
    (3496.000 2918.767 3659.139)
    (3405.502 2944.000 3658.210)

Warning: Leaf portals saw into leaf
    Problem at portal between leaves 71 and 74:
      (3400.008 3000.000 3760.000)
    (3400.110 2944.299 3760.000)
    (3400.110 2944.000 3658.210)
    (3400.008 3000.000 3656.147)

Warning: Leaf portals saw into leaf
    Problem at portal between leaves 99 and 53:
      (3549.002 2504.000 3642.000)
    (3400.000 2504.000 3634.773)
    (3400.000 3004.000 3627.195)
    (3704.000 3004.000 3641.939)
    (3704.000 3000.001 3642.000)

average leafs visible: 78
g_visdatasize:5156  compressed from 6990

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              9/400          576/25600    ( 2.3%)
planes          2406/65535      48120/1310700  ( 3.7%)
vertexes        1778/65535      21336/786420  ( 2.7%)
nodes            517/32767      12408/786408  ( 1.6%)
texinfos          362/32767      14480/1310680  ( 1.1%)
faces            1276/65535      25520/1310700  ( 1.9%)
clipnodes        1193/32767      9544/262136  ( 3.6%)
leaves            292/8192        8176/229376  ( 3.6%)
marksurfaces    1552/65535      3104/131070  ( 2.4%)
surfedges        6235/512000    24940/2048000  ( 1.2%)
edges            3333/256000    13332/1024000  ( 1.3%)
texdata          [variable]      2532/4194304  ( 0.1%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]      5156/2097152  ( 0.2%)
entdata          [variable]      5483/524288  ( 1.0%)
34 textures referenced
=== Total BSP file data space used: 194707 bytes ===
0.16 seconds elapsed

-----  END  hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p12 (Oct  7 2003)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlrad -----
Command line: "D:\Valve Hammer Editor\tools\hlrad.exe"-bounce 1 -smooth 50 -chart -estimate -texdata 4096 -low "D:\Valve Hammer Editor\maps\ns_testmap.map"

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

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[              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  [            2.000 ] [            2.000 ]
coring threshold    [            1.000 ] [            1.000 ]
patch interpolation  [                on ] [                on ]

texscale            [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value          [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [            1.000 ] [            1.000 ]
global falloff      [                2 ] [                2 ]
global light scale  [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma        [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale  [            1.000 ] [            1.000 ]
global sky diffusion [            1.000 ] [            1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix    [                on ] [                on ]
incremental          [              off ] [              off ]
dump                [              off ] [              off ]

colour jitter        [      0.0 0.0 0.0 ] [      0.0 0.0 0.0 ]
monochromatic jitter [      0.0 0.0 0.0 ] [      0.0 0.0 0.0 ]
softlight hack      [  0.0 0.0 0.0 0.0 ] [  0.0 0.0 0.0 0.0 ]
diffuse hack        [                on ] [                on ]
spotlight points    [                on ] [                on ]

custom shadows with bounce light
                    [              off ] [              off ]
rgb transfers        [              off ] [              off ]


[Reading texlights from 'D:\Valve Hammer Editor\tools\lights.rad']
[5 texlights parsed from 'D:\Valve Hammer Editor\tools\lights.rad']

1276 faces
Create Patches : 6358 base patches
0 opaque faces
24829 square feet [3575449.50 square inches]
255 direct lights

BuildFacelights:
(19.75 seconds)
visibility matrix  :  2.4 megs
BuildVisLeafs:
(24.63 seconds)
MakeScales:
(1.88 seconds)
SwapTransfers:
(0.52 seconds)
Transfer Lists :    2314458 :    2.31M transfers
      Indices :    1136848 :    1.08M bytes
          Data :    9257832 :    8.83M bytes
GatherLight:
(0.38 seconds)
FinalLightFace:
(0.55 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              9/400          576/25600    ( 2.3%)
planes          2406/65535      48120/1310700  ( 3.7%)
vertexes        1778/65535      21336/786420  ( 2.7%)
nodes            517/32767      12408/786408  ( 1.6%)
texinfos          362/32767      14480/1310680  ( 1.1%)
faces            1276/65535      25520/1310700  ( 1.9%)
clipnodes        1193/32767      9544/262136  ( 3.6%)
leaves            292/8192        8176/229376  ( 3.6%)
marksurfaces    1552/65535      3104/131070  ( 2.4%)
surfedges        6235/512000    24940/2048000  ( 1.2%)
edges            3333/256000    13332/1024000  ( 1.3%)
texdata          [variable]      2532/4194304  ( 0.1%)
lightdata        [variable]    278793/6291456  ( 4.4%)
visdata          [variable]      5156/2097152  ( 0.2%)
entdata          [variable]      5483/524288  ( 1.0%)
34 textures referenced
=== Total BSP file data space used: 473500 bytes ===
48.02 seconds elapsed

-----  END  hlrad -----<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Apparently it's doing a very poor job of drawing the vis... things. Unfortunatley I have no idea what CAUSES it. I broke the floor up and put water in it. Humph.

If I walk into the 'invisible' area, it becomes visible, and the place I'm in now becomes INvisible...

Comments

  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    edited February 2004
    remove the -fast in the vis settings, that might help

    oh yeah, and you would happen to have been reading hitchhikers guide to the galixy recently would you?
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Firstly: Never use Fast Vis.
    Secondly: The horror burns my eyes. Please, make it stop.
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    edited February 2004
    Um, visibility shouldn't be causing such errors. -fast is very useful if you only want to test something specific or don't feel like sitting around for an extra hour or so for a compile to finish.

    Anyway, CSG and VIS report errors. Might try fixing those first. Check that you're using the correct textures and WAD's to fix the CSG errors/warnings, and go to the coordinates that VIS specifies and make the geometry simpler.

    EDIT: ZHLT also comes (or should come) with reference documents on compiler errors. (zhltproblems.htm) That will definately help you understand why you're getting these errors.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    Well breaking up the floor is what did it, so despite various attempts at fixing it, my only real solution seems to be: redo the floor :/ Anyone have any tips on making a broken floor with ease?
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Compilers and players everywhere will struggle with broken up floors, especially if you don't have everything at 90 degree angles (which would look boring)...

    My general advice is this: Do try to keep as much of the floor as possible flat, using sparse amounts of slightly raised floor brushes to make things look more broken than they really are. Don't rotate these floor pieces or move them in any direction other than up or down. After that if you really need to add a bit more destruction go for more visually obvious things such as broken ceiling archtecture (pipes, roof tiles, etc etc) that have either completely broken off and fallen down or have only have broken and are leaning at an angle (make these as entities).

    You may also want to try put tiny little gaps inbetween some the different floor heights, and place a big brush textured with "black" under it (to help create the illusion of rotation without actually having to resort to it)

    If you think you can get away with rotating something, by all means to try it out, but do be careful with overdoing it and confusing the poor compiler. The old saying about programming really does apply to mapping as well "Programming is about faking an effect so well that the player believes it is really happening"
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Also be absolutely sure that places you are breaking up are made of triangles, much easier to manipulate without getting wierd errors.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    You have the following BSP warning:
    Warning: No entities exist in hull 2, no filling performed for this hull

    Do you have point entities in your map? If so, ignore this warning.

    You have three of the following VIS errors:
    Leaf portals saw into leaf

    This particular VIS error can cause the most weirdest events to happen, such as the broken up hallway we see in the screenshot. The coordinates it gives should point to the problem area, and that area is probably the same as that hallway or very close to it. Essentially this error pops up when an area is just too complicated for VIS to properly break down and work with. The quickest solution is to convert some of the complex details to func_wall so that VIS can ignore them. For example I have a hive room with lots of solid infestation growing from the walls and floor, making growth formations and lots of lumps, so I corrected the Leaf portals saw into Leaf error by converting these growths to func_wall so that VIS only saw the room as a simpler box.

    The second solution is to use Hint brushes and manually carve up the offending area yourself so that VIS has smaller pieces to work with. You'll need to look up tutorials on Hint brushes for this.
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