Asgarath83 Posted March 1, 2015 Posted March 1, 2015 today at the end of my building Meta i got this error >.<what's happened???D: --- LoadMapFile ---Loading G:/Programmi/Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/Base/base/maps/cda0.mapentering G:/Programmi/Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/Base/base/maps/cda0.mapWARNING: Couldn't find image for shader textures/NULL9540 total world brushes9036 detail brushes917 patches38701 boxbevels63435 edgebevels2589 entities203020 planes0 areaportalsSize: -11688, -15104, -7616 to 20928, 13160, 17752--- ProcessDecals ---0 decal projectors--- CreateMapFogs ---2 fogs############### model 0 ###############block size = { 1024 1024 1024 }BSP bounds: { -11688.000000 -15104.000000 -7616.000000 } { 20928.000000 13160.000000 17752.000000 }Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }--- PatchMapDrawSurfs ---BOGUS BOGUS Entity 272, Brush 0: Entity leaked784 patches326 patch LOD groups--- FaceBSP ---3448 faces38921 leafs--- MakeTreePortals ---436 tiny portals0 bad portals--- FilterStructuralBrushesIntoTree ---565 structural brushes8984 cluster references--- FloodEntities ---25845 flooded leafs--- FillOutside ---8042 solid leafs5034 leafs filled25845 inside leafs--- CullSides ---498 hidden faces culled8 coincident faces culled--- ClipSidesIntoTree ------ FaceBSP ---2090 faces31870 leafs--- MakeTreePortals ---704 tiny portals0 bad portals--- FilterStructuralBrushesIntoTree ---565 structural brushes7990 cluster references--- NumberClusters ---25663 visclusters75171 visportals8764 solidfaces--- WritePortalFile ---writing G:/Programmi/Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/Base/base/maps/cda0.prt--- FloodAreas ---5 areas--- AddTriangleModels ---WARNING: Couldn't find image for shader NULL--- AddEntitySurfaceModels ------ FilterDetailBrushesIntoTree ---11960 detail brushes26001 cluster references----- FogDrawSurfs -----16 fog polygon fragments1 fog patch fragments1294 fogged drawsurfs--- SubdivideFaceSurfaces ------ FixTJunctions ---5987 axial edge lines9194 non-axial edge lines4 degenerate edgesWARNING: Degenerate T-junction edge found, fixing...WARNING: Degenerate T-junction edge found, fixing...WARNING: Degenerate T-junction edge found, fixing...10452 verts added for T-junctions57083 total verts7268 naturally ordered4245 rotated orders51 can't order3 broken (degenerate) surfaces removed--- ClassifyEntitySurfaces ------ TidyEntitySurfaces ---587 empty or malformed surfaces deleted--- MakeEntityDecals ---(0)0 decal surfaces--- MakeEntityMetaTriangles ---0...1...2...3...4...5...6...7...8...9... (2)11617 total meta surfaces11492 stripped surfaces69 fannedAutosave skipped...surfaces0 patch meta surfaces125447 meta verts112662 meta triangles--- TidyEntitySurfaces ---11617 empty or malformed surfaces deleted--- SmoothMetaTriangles ---0...1...2...3...4...5...6...7...8...9... (0)98 smoothed vertexes--- MergeMetaTriangles ---0...1...2...3...4...WARNING: Flipped triangle: ( 5382 3120 4606) ( 5382 3120 4586) ( 5382 3120 4590)WARNING: Flipped triangle: ( 5184 2320 3922) ( 5184 2320 3903) ( 5184 2320 3923)5...WARNING: Flipped triangle: ( 1967 1764 4060) ( 1947 1761 4060) ( 1996 1769 4060)6...WARNING: Flipped triangle: ( 3121 -5658 4308) ( 3121 -5658 4268) ( 3121 -5658 4284)WARNING: Flipped triangle: ( 3005 -5796 4428) ( 2992 -5811 4428) ( 3024 -5773 4428)7...8...9... (144)15405 surfaces merged558455 vertexes merged--- FilterDrawsurfsIntoTree ---42832 references20134 (20134) emitted drawsurfs12318 stripped face surfaces69 fanned face surfaces0 surface models generated0 skybox surfaces generated0 SURFACE_BAD surfaces826 SURFACE_FACE surfaces772 SURFACE_PATCH surfaces3131 SURFACE_TRIANGLES surfaces0 SURFACE_FLARE surfaces0 SURFACE_FOLIAGE surfaces0 SURFACE_FORCED_META surfaces15405 SURFACE_META surfaces0 SURFACE_FOGHULL surfaces0 SURFACE_DECAL surfaces0 SURFACE_SHADER surfaces870009 redundant indexes supressed, saving 3398 Kbytes--- FixBrushSides ------ EndModel ---************ ERROR ************MAX_MAP_DRAW_VERTS
Solution Asgarath83 Posted March 1, 2015 Author Solution Posted March 1, 2015 Oh... i fixed, i need just to remove some misc_,model entities... really i am near the limitation of geometry of radiant... :\i hope i can clip all models :\
mrwonko Posted March 1, 2015 Posted March 1, 2015 If you clip using spawnflags 2, don't do that. Langerd likes this
Langerd Posted March 1, 2015 Posted March 1, 2015 If you clip using spawnflags 2, don't do that.@@Asgarath83 Just make the simple clip brushes dont play with the spawnflag 2 as Mrwonko said
Asgarath83 Posted March 2, 2015 Author Posted March 2, 2015 yes many of my object got complex forms so i make a clipper little.... complexity.... maybe i need to limitat to make a simple squares bounding box, like the Npcs... :\spawnflag 2 on misc_model? what it do @@mrwonko ?
mrwonko Posted March 2, 2015 Posted March 2, 2015 Spawnflags 2 on misc_model creates way too many brushes, don't use it. If you don't know it, don't worry. If you're manually clipping models, wonderful, keep doing that. Asgarath83 likes this
Asgarath83 Posted March 2, 2015 Author Posted March 2, 2015 it's possible to use the _clipmodel shader key on misc_model instead of build a physic solid clip? how can i use it @@Langerd ?@@mrwonko Another little question: some of models are interactive objects with script... it's better to convert the physics clips into a func_usable or use a trigger_multiple outside the clipper? D:
Asgarath83 Posted March 2, 2015 Author Posted March 2, 2015 Uff i continue to display this damn error... i think i need to convert into misc_model_static all not interactive entities. >.<
Ramikad Posted March 2, 2015 Posted March 2, 2015 Uff i continue to display this damn error... i think i need to convert into misc_model_static all not interactive entities. >.< It's probably a good idea, but make sure you do not abuse of them. There's a limit of max misc_model_static (I think 1024? 2000? not sure). Also, you have a lot of structural brushes: I invite you to make a detail brush ANY brush that you don't need to calculate VIS or that doesn't touch the outside void, though you probably already know that. Last but not least, if the map is the one you showed in this image:http://wrzucaj.net/images/2015/02/26/Collider_duomo57MUW.jpgI'd suggest you to turn all those clip patches and cylinders into much more rough octagonal brushes. Patches tend to cause painful lag and create complex geometry, where so much complexity for a bunch of columns isn't really needed and is hardly noticeable.
Asgarath83 Posted March 2, 2015 Author Posted March 2, 2015 Many thanks for all suggest @@Ramikad. i will turn the building into misc_model_static. that's should be work. if not work, i make squared the patches of central dome... yes, i use cylinder for the columns, but i removed the large patch of the vault because the player NEVER can climb so up... so i place simply a clip brush as ceiling at the level of the windows 3 days ago.
Langerd Posted March 2, 2015 Posted March 2, 2015 Clip shouldnt be detailed (detail i mean as simple as you can ) You know especially where Player wouldnt reach . Remember that! Asgarath83 likes this
Asgarath83 Posted March 2, 2015 Author Posted March 2, 2015 I think i fixed temporany converting the Mind dome into misc_model_static, as misc_model, it draw in the map THIUSANDS of vertexes... :\good night.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now