11-03-2013, 05:57 AM | #1 |
Nade Whore
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Why is there a random seam showing after compiling my map?
I've made sure there are no leaks, no brushes that line up with the seam that shows from the front to back to top to bottom, remade the nearby brushes completely and nothing seems to fix the problem. This is a rounded surface made using the arch tool. It's 1/4 of a circle and has 8 sides on it, none of which match up to where the seam appears. All of my brushes in the map are also 100% lined up to the grid.
Here's a screenshot of the problem in game: Here's what I see in hammer: This problem didn't start until the last few versions of my map. I've done some research and think it might be related to area portals, but I can't find the "Load Portal File" option in my Map menu. The only thing I haven't tried is making my own area portals. Any idea what this issue is and possibly how to fix it? I had another one on my map on a texture I had used the vertex tool on but had another copy of the same texture so I deleted the one that didn't work and made a copy of the one that did and that fixed the issue there, but I feel like I've exhausted everything I know how to try to fix this. I should also mention that I have this issue even when testing with VIS and RAD turned off. Last edited by KubeDawg; 11-03-2013 at 06:04 AM. |
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11-03-2013, 06:05 AM | #2 |
Nade Whore
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My compile code:
Code:
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\kubedog@msn.com\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\deadzone_a9" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\materials Loading C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\deadzone_a9.vmf Can't find surfaceprop Stone for material VBD/PACK 1 FLOORS/VBD_TILE_W_STONE001, using default fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 60 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! done (1) writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\deadzone_a9.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (310173 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 798 texinfos to 414 Reduced 44 texdatas to 35 (1293 bytes to 924) Writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\deadzone_a9.bsp 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\deadzone_a9.bsp" "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\maps\deadzone_a9.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\kubedog@msn.com\sourcesdk\hl2.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" +map "deadzone_a9" |
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11-03-2013, 05:27 PM | #3 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Are the vertices themselves on the grid? It looks like a floating point error.
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11-03-2013, 06:42 PM | #4 |
Nade Whore
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I don't have any vertices nearby. The arch points themselves do not line up with the grid but they never do with this many points. Also, I have 5 other arches like this in my map that work without issue.
I got half of the issue fixed. Now it's just the bottom portion of this brush that has a tear in it and it seems to be about half as wide of a tear: Last edited by KubeDawg; 11-03-2013 at 06:44 PM. |
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11-03-2013, 09:09 PM | #5 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Take the grid down to 1-unit size and snap your vertices to that. Floating point errors are rare but if your vertices are on an integer coordinates this should never happen.
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11-03-2013, 10:30 PM | #6 |
Nade Whore
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Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Sorry, I double checked and verified all points are snapped to the grid on my arches. I do have a platform on the inside of the arch that I clipped to match the points on the inner side of the arch but they all match up perfectly as well. So the only other things on my map that don't match to the grid are props and some of the pillars I made where it'd be impossible to make each side fit to the grid. Still, these items aren't attached to the wall with the problem and are not on the same grid line. The pillars are also func_details.
Last edited by KubeDawg; 11-03-2013 at 10:37 PM. |
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11-03-2013, 11:06 PM | #7 |
NeoNL
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This is a problem on spiderx as well, but I did find a solution which I was too lazy to fix at the time. If you remake the brush (can't remember if you can just copy paste from another source) it should fix it.
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11-04-2013, 01:24 AM | #8 |
Jay|mOfO|Mills
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side note
not related to your exact post but,
If you don't run lighting (vrad) I don't think your map will detect a leak and a pointfile would not be created. Try Neon's idea, delete the brush and remake it.... Make sure its all on grid ( I think the arch tool puts all your points on grid) and see if that works. p.s. Hammer always does some weird shit that makes no sense all of the sudden. good luck |
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11-04-2013, 01:29 AM | #9 |
Jay|mOfO|Mills
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and when I reread it you said areaportals and not pointfiles.... I dont think your map needs areaportals unless your fps is really dropping low but I doubt with what I've seen of your map its necessary (or would work with the layout). It would give you errors during compile if it was areaportals and I dont think it would cause the tearing effect you have.
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11-04-2013, 03:05 AM | #10 |
Nade Whore
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Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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I've run a full compile with RAD and VIS turned on, still with no leaks or point file. I made sure to get rid of all my leaks before I tried to fix this tearing issue.
Neon, I did try copying/pasting from another source with no luck. I'll try making a brand new arch and see if that helps. |
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11-05-2013, 06:09 AM | #11 |
Nade Whore
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Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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fixed finally. I set all my curved corners to func_details and no more problem.
Last edited by KubeDawg; 11-05-2013 at 06:09 AM. |
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