Vinneri Posted November 17, 2014 Report Posted November 17, 2014 Hello! I can't compile map because of this. What is needed to too? I understood that I have too many func_details and I have to make props of them by Propper. Is that a solution or the only solution? Quote
ElectroSheep Posted November 17, 2014 Report Posted November 17, 2014 Too many fucn detail, yes but still, the func_details involved are the one which are touching world_brush (like beam, doors and windows...) try to optimise that. 1488 1 Quote
Vaya Posted November 17, 2014 Report Posted November 17, 2014 what's the exact error you're getting? looks like you can have 65536 total which is a...large amount this might help http://forums.solidsurf.info/index.php?topic=3519.0 you might just need to model-ise one crazily complex area to fix this error. Quote
Vinneri Posted November 17, 2014 Author Report Posted November 17, 2014 Didn't understand toughing thing. Does that mean, func_detail brush that has same "side" as world_brush? For example, and when func_detail off Quote
spence Posted November 17, 2014 Report Posted November 17, 2014 (edited) Yes, it happens where vertices of a func_detail touch a world brush. You can either turn this func_detail geometry to a model (using Propper is one way to do this easily) or move it away from the world brush it's touching - moving it away by one unit is enough. If you use Propper keep in mind how models are lit differently than brushes. You might have to add some more 'segments' by clipping big props into several pieces to get better quality lighting on your props, especially if you have a big model that takes up a lot of space in the world. Edited November 17, 2014 by spence Quote
RaVaGe Posted November 17, 2014 Report Posted November 17, 2014 (edited) You have four options : - 1 Move from 1 unit the func_detail, like that it won't touch anymore the world brush. - 2 Use propper to convert some func_detail. - 3 Ditch some func_detail. - 4 Convert the world brush to a func_detail if you can. The issue isn't really the amount of func_detail you have, but how many are touching a world brush, if you have a world brush wich have a lot of func_detail on it, the amount of T-Junction will grow pretty fast. Edited November 17, 2014 by RaVaGe Quote
Vinneri Posted November 17, 2014 Author Report Posted November 17, 2014 (edited) It makes no sense! I've tried those and some times moving detail away 1 unit, it somehow increases t-junctions. This really sucks. And sometimes deleting func_detail it also increases t-junctions! Edited November 17, 2014 by Vinneri Quote
RaVaGe Posted November 17, 2014 Report Posted November 17, 2014 The T-Junctions are kinda weird, the purpose of a t-junc is to tell how vbsp will cast the shadow on a world brush, you have to make some test before finding the problematic brush, sometime splitting the big brushes into two parts can also help, good luck with that, I had to cope with them on my latest map, and it's not fun. Quote
Vinneri Posted November 17, 2014 Author Report Posted November 17, 2014 So, I didn't find the problem. I decided to take yesterdays save and I hope it was just somekind of bug, that my today's work did. Quote
ElectroSheep Posted November 17, 2014 Report Posted November 17, 2014 Be prepared to have the same problem, it's not something you can get rid of by using an older save. Quote
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