func_detail?


summit
04-09-2006, 07:42 PM
Hey,

I've ported over a map from another game (don't worry the permissions are there), however there is one problem. I cannot run it (not even test it) unless I select half the map and hit control + t, and make it a func_detail. I've found explanations of what it does, but it still doesn't make sense. Why would applying func_detail to half the map allow me to run it? If I don't, I get a dynamic verticies error, and it says tell the programmer to up the limit or something.

At least if I know why I'm using it, I can apply it properly, instead of to randomly half the map.

Cheers!

-summit

otF yetihw
04-09-2006, 08:03 PM
Any brush you make into a func_detail is ignored by vvis in the compile process, and thus speeds up compile times. It also fixes some brushwork errors because of a reason. (hmm)

You should only turn brushes that dont block visibility (ie. small details, pavements, second or third floor walls of buildings etc.

Check out zombies optimising page for a proper explanation:

http://www.student.kun.nl/rvanhoorn/Optimization.htm#chapter3

summit
04-09-2006, 08:52 PM
Hmm that makes things even more confusing, as now the map probably won't work without half of it converted.

What do you think I should do? Tie anything with a nodraw below it to func_detail?

CoolHand
04-10-2006, 12:11 AM
We honestly can't answer you. We have no idea what the map is, from what game or what the problem is.

Making map is not that simple, I suggest you start reading a bit and start making your own map. Even if you still want to port other ppl maps you still will need to undestand what you are doing. So back to the reading suggestion. We can answer specific question you have but not a question like this one.

To learn mapping you need to learn the tool you are working with. Everyone that made it, they all done ton of reading to get there.

So no simple answer to this one.

summit
04-10-2006, 01:49 AM
I'm relatively competant when it comes to this - have seen all the tut's, done it all in test maps, seen how it works. The thing is it has to be a port. Where it comes from and what it is isn't overly relevant, as it's now in vmf format just as any other map would be (if the info's needed I can post).

Based on the definition of what func_detail is, I shouldn't be forced to apply it to half the map just to get it to work without crashing. That's where I find those definitions misleading - it seems they can have multiple meanings. Without the func_details, it's just a lot of surfaces, and comes up with a dynamic vertex error.

That's why I've come here ;)

Sly Assassin
04-10-2006, 05:20 AM
Go into the vmf, make sure the map isn't half func_detail, ie select it all and go to the toworld button, then hit alt-P and see what errors it gives in you in the way of invalid brushes. There will be some most likely, if not then you're going to need to redo most of the brush work until you find the offending brush.

CoolHand
04-10-2006, 09:07 AM
Use cordon compiling to close in on the error. Probably your best bet.

You can also try the close group in the filter windows again to help you find the error.

Still don't know from with game the map come but some entity are game related like dod s had his own set of entity.

When you compile a map with error in it, go to Interloper and paste the content of the log file in this page. Make sure you chek the "This is a compile log" box and paste it, the error and possible fix will show on the bottom of the page.

http://www.interlopers.net/errors/

otF yetihw
04-10-2006, 11:11 AM
Yes ok, whatever it is is now in VMF format. But many problems could have arrisen in the transfere, mainly brushes intersecting, brushes off grid etc. which would be causing all sorts of errors. This would explain why changing half the map to func_detail would have worked.

You can try cordon bounding but frankly there may well be more than 1 error.

summit
04-10-2006, 06:00 PM
The map's from the MOH series. I will remove the func_detail and report on the exact error that comes up. Thanks for the quick responses!

summit
04-10-2006, 07:02 PM
ok, got this error:

---------------------------
Engine Error
---------------------------
Too many verts for a dynamic vertex buffer (34154>32768) Tell a programmer to up VERTEX_BUFFER_SIZE.

---------------------------
OK
---------------------------


Did some looking, found a dude with exactly the same problem, stemming from the same engine under the same circumstances. (http://hl2world.com/bbs/view-next-topic-vt9821.html?view=next)

Will try and do what he's done - thanks for the help fellas, will let you know how it goes ;)

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