AKPiggott Posted March 31, 2003 Share Posted March 31, 2003 I've had this problem before and I've fixed this problem before, but I can't remember how and the forum search has been disabled (again). What I do remember is that it is caused by a brush of 0 thickness, but I have no idea how to track the brush down to delete it. I've tried bobtoolz brush cleanup, but that didn't help. Can anyone offer any advice? Link to comment Share on other sites More sharing options...
wedge2211 Posted March 31, 2003 Share Posted March 31, 2003 I think I got this error once, when I had a func_train that consisted solely of an origin brush. Do you have any func_'s that are only made of origin shaders? Link to comment Share on other sites More sharing options...
Emon Posted March 31, 2003 Share Posted March 31, 2003 ERROR: SV_SetBrushModel: NULL The map has some brush ents which are only one unit thick (paper thin). I'm not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit. You may also get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 1, 2003 Author Share Posted April 1, 2003 I don't have any entities like that. I've been removing entities lately, I can't risk adding any because of an error I keep getting. The error came about when I did an auto-caulk on the entire level to improve the poor performance that the beta testers kept getting. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 1, 2003 Author Share Posted April 1, 2003 Weird... I tried brush cleanup again... and it fixed it!! Whoo... Emon: Keep checking the Party Crasher chatroom, I wanted to ask you some stuff. Link to comment Share on other sites More sharing options...
Emon Posted April 2, 2003 Share Posted April 2, 2003 I'll be there tomorrow afternood (the 2nd). You're what, three, four hours ahead of EST? Link to comment Share on other sites More sharing options...
AKPiggott Posted April 2, 2003 Author Share Posted April 2, 2003 OK, so that'll be early this evening. No problem. I case I don't see you, I wanted to ask you a couple of things. I've compiled the level on full since the autocaulk and it doesn't run much better, so I'm going to need you to explain the use of distance culls with the fog cull. I'd also like you to look in the MAP I've sent you and tell me whether or not I've set the detail and structrual brushes up correctly. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 5, 2003 Author Share Posted April 5, 2003 Emon, I haven't been able to find you on any of the chatrooms... can you just run all this by me in this thread? Link to comment Share on other sites More sharing options...
Emon Posted April 5, 2003 Share Posted April 5, 2003 I'll be in there today. There's no way we can miss each other if I'm on all day. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 6, 2003 Author Share Posted April 6, 2003 Hey Emon... regarding what we were saying about detail brushes earlier. I opened the level in Radiant today and found that for some really bizarre reason, most of my detail brushes had been turned into structrual brushes. I have absolutely no idea how or why this has happened but it's more than likely the cause for all those portals being drawn. Anyway, I've reset them all back to detail (took bloody ages) and I'll compile the level later. I've also applied the distance cull, hopefully the level will run much faster now. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 6, 2003 Author Share Posted April 6, 2003 Well, I just tested the level. And it runs even slower. I opened the map up again in Radiant and those same brushes have gone back to being structrual.... what the hell is going on? Link to comment Share on other sites More sharing options...
Emon Posted April 6, 2003 Share Posted April 6, 2003 I dunno dude, that's really ****ed up. Send me your MAP file today, the one with all the detail brushes set how they should be, and I'll do a Q3Map2 compile with portals shown. Just the BSP phase, it'll only take a few minutes. If it works okay I'll do it overnight, full compile and see what happens. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 6, 2003 Author Share Posted April 6, 2003 Don't worry... sorted... I tracked this weird error to the autocaulk. Luckily I had a backup that I made before I autocaulked. So I basically copied that back, put all my area portals back, removed some of the stuff that I removed before and then I went over it making loads more detail brushes. Also, I'm sure you said the command to show the triangles was "showtris"... I've been trying that, but it doesn't work. It worked when I tried it the other day. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 6, 2003 Author Share Posted April 6, 2003 I'm starting to wonder if this bleeding level is worth the effort. And I'm strongly considering dropping the entire thing and starting something new. I'm using a relatively fresh install of GTKRadiant and after spending a few hours optimising the level, then a few more compiling, I go to test it. It runs a bit better now, but guess what? All the "trigger_once" entities have gone.... I forgot that when you first install GTKRadiaint, it assumes you are editing MP and it loads the MP entity list. So what have I got to do now? I have to (for the third time now) reload a backup of the level and spend hours deleting the bits I've already deleted twice and go around turning more brushes into structrual among other fixes.... I really can't be bothered with this f**king level anymore... Link to comment Share on other sites More sharing options...
master_thomas Posted April 7, 2003 Share Posted April 7, 2003 I opened my level several times (after Radiant had crashed) in my Attack on Yavin. All my waypoints, point_combats, trigger_once's, and other SP entities were tiny and green. I changed to SP (Which was already selected) and reloaded radiant. Still, it was like that. Three more times and it worked. You sometimes can't trust your computer to not change randomly. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 7, 2003 Share Posted April 7, 2003 Originally posted by AKPiggott I'm starting to wonder if this bleeding level is worth the effort. And I'm strongly considering dropping the entire thing and starting something new. Please don't. You've put in so much effort and the community is really looking forward to it. It looks AWESOME, all this is just debugging. Keep plugging away till you've got it. Good luck! Link to comment Share on other sites More sharing options...
Emon Posted April 7, 2003 Share Posted April 7, 2003 Too many people are going to get fed up and eventually leave or loose interest if there isn't some decent singleplayer material coming out, please don't give up. I can help with the debugging too. It only took you a few minutes to send the MAP file last time... Link to comment Share on other sites More sharing options...
lassev Posted April 7, 2003 Share Posted April 7, 2003 Yes, please finish it. It'll be the best level out there, and you wouldn't believe how many people are waiting for it. It will set starndards for all levels that come after it. And what's a few more hours? Concider how many hours you must have already invested into it! I would be very happy if my maps had only a few hours of major work left to do... Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 I over-reacted a little bit... the level has really been trying my patience really, and having to fix the same problems over and over again to no avail hasn't helped either... Link to comment Share on other sites More sharing options...
Emon Posted April 7, 2003 Share Posted April 7, 2003 I would suggest posting some of the screenshots with r_showtris 1 that show the overdraw at the Q3Map2 support form... ydnar knows the best way to fix those things, even if you are using SoF2Map. Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 It took ages but I managed to get all the trigger_onces back into place. Emon, I get this error during BSP. I put in the area portals just as you told me. Should I ignore it? WARNING: areaportal brush #### doesn't touch two areas Link to comment Share on other sites More sharing options...
Emon Posted April 7, 2003 Share Posted April 7, 2003 Warnings are often safe to ignore, but it's also a safe bet that what I told you is slightly wrong. Check out this tutorial: http://fps.brainerd.net/Areaportals.htm Link to comment Share on other sites More sharing options...
AKPiggott Posted April 7, 2003 Author Share Posted April 7, 2003 Cheers... also, I'm in the chatroom right now... Link to comment Share on other sites More sharing options...
lassev Posted April 7, 2003 Share Posted April 7, 2003 WARNING: areaportal brush #### doesn't touch two areas This is easy to get if you make a big room, then divide it to two rooms by just constructing a separate wall in the middle. So that the ceiling, side walls and floor are essentially the same. Not to mention the more obvious ways of getting that error... And remember that your door frames can be made of detail brushes if the areaportal spans also them, and not only exactly the door. Although I wouldn't bet my right hand for that, but it has worked for me so far. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 7, 2003 Share Posted April 7, 2003 One thing you have to look out for if you're getting this error is that the portal has to completely section off two areas. If you have a portal in a door, but there's a window next to the door, then it's not sectioned off since vis can...I guess the best way to explain it is "go around" the portal, but still get to the 2nd area. It might also occur if you have a long passage that connects the two areas, but that passage doesn't have a door/portal of its own. Link to comment Share on other sites More sharing options...
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