Leaf portals saw into leaf


Capt Winter
07-03-2004, 12:23 AM
Everytime i run batch compiler i get this error message, sorta, when it goes through bsp config. It finishes Baseporter Vis, no problem, but after Left thread, problems come up when it says

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (15.86 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (700.73 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 431 and 433:
(-2470.957 33.391 66.783)
(-2560.000 0.000 64.000)
(-2560.000 0.000 64.000)
(-2304.000 256.000 32.000)

average leafs visible: 250
g_visdatasize:74523 compressed from 126378

Anyway map goes into map folder either way cept when i run it the map freezes and crashes, so doesn't work. I beleive that messeage has something to do with it, well iv looked all over and i can't figure this out any help? I have no idea what leaves mean and where i can find them.

Neutrino
07-03-2004, 09:32 AM
It took me less than 30 seconds to find this useful stuff:

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=486&highlight=Leaf+portals+saw+into+leaf

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=8872&highlight=Leaf+portals+saw+into+leaf

Those should help!

Capt Winter
07-03-2004, 12:14 PM
Thx neutrino, I did look, just must of looked wrong, anyway thx for your help.

Anyway...
VIS -full compiles were designed to help with this problem, so the FIRST thing to try is recompile with VIS -full and see if it goes away.
func wall any brushes within the coordinates given for the problem, this will simplify VIS in the area because func wall brushes are invisible for VIS.
Move walls in the area to make the floors more square.
Put a HINT brush across the trouble area. HINT brushes cut VIS leafnodes, so they will reshape the area and may fix the problem.
Finally just start ripping brushes out of the area. func wall

The words talk about the coordinates, got the coordinates, but how do i find the coordinates, is there any finder thing in the hammer that will help me find it.

Capt Winter
07-03-2004, 12:22 PM
Scratch that, what does leaves, leaf, mean, does it mean brushes, cause if so could i just search for those brushes?

Craftos
07-03-2004, 02:04 PM
You have coordinates in status bar at bottom of Hammer window. Use them to find problematic brush. Simplify it's shape and / or delete it to see if problem go away.

Map is compiled ito BSP file. BSP is binary space partitioning. It means that is cut into two pieces, then each of them is cut into next two, and so on. The most simple (smallest) part of map is called leaf (the very end effect of mentioned partitioning).
This error means that "looking" from one leaf engine comes back to it after traversing BSP tree. This is because of errors in map and can come from:
- some brush is non convex.
- brushes of one type (world, entity) penetrates themselves. Compiler has to fix this cutting inner parts. Sometimes it is unable to do this properly.
- Coplanar faces of one brush
- Shape of brush which compiler dosn't like for unknown reasons
anyway try things I've said on the beginning

Capt Winter
07-03-2004, 02:53 PM
ude dod_caen.wad -wadinclude dod_donner.wad -wadinclude dod_forest.wad -wadinclu
de dod_zalec.wad -wadinclude dod_glider.wad -chart "C:\Documents and Settings\Jo
rdan Vogel\Desktop\New Folder\Citybattletest1.map"
Entering C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletes
t1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[dod_anzio.wad]
[dod_charlie.wad]
[dod_caen.wad]
[dod_donner.wad]
[dod_forest.wad]
[dod_zalec.wad]
[dod_glider.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (9.52 seconds)
SetModelCenters:
10%...30%...50%...60%...80%... (0.02 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (9.89 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 10028/32767 200560/655340 (30.6)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 322/32767 12880/1310680 ( 1.0)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 213440 bytes ===

Including Wadfile: \documents and settings\jordan vogel\desktop\new folder\zhlt.
wad
- Contains 2 used textures, 5.88 percent of map (3 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_anzio.wad
- Contains 3 used textures, 8.82 percent of map (133 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_charlie.wad
- Contains 2 used textures, 5.88 percent of map (50 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_caen.wad
- Contains 2 used textures, 5.88 percent of map (100 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_donner.wad
- Contains 2 used textures, 5.88 percent of map (124 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_forest.wad
- Contains 1 used texture, 2.94 percent of map (71 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_kraftstoff.wad
- Contains 0 used textures, 0.00 percent of map (70 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_zalec.wad
- Contains 11 used textures, 32.35 percent of map (75 textures in wad)
Including Wadfile: \sierra\half-life\dod\dod_glider.wad
- Contains 0 used textures, 0.00 percent of map (362 textures in wad)
Using Wadfile: \sierra\half-life\dod\hlbasics.wad
- Contains 1 used texture, 2.94 percent of map (21 textures in wad)
Using Wadfile: \documents and settings\jordan vogel\desktop\new folder\kami-plat
inum.wad
- Warning: Larger than expected texture (348972 bytes): '{K_TREE4'
- Contains 2 used textures, 5.88 percent of map (774 textures in wad)
Using Wadfile: \documents and settings\jordan vogel\desktop\new folder\kleineh_d
od_episode2.wad
- Contains 0 used textures, 0.00 percent of map (121 textures in wad)
Using Wadfile: \valve\steam\steamapps\the2ndmarine@hotmail.com\da y of defeat\dod
\classic_kleineh_dod.wad
- Contains 0 used textures, 0.00 percent of map (156 textures in wad)
Using Wadfile: \valve\steam\steamapps\the2ndmarine@hotmail.com\da y of defeat\dod
\hk_rbl_2.wad
- Contains 0 used textures, 0.00 percent of map (31 textures in wad)
Using Wadfile: \documents and settings\jordan vogel\desktop\new folder\zillafina
l.wad
- Warning: Larger than expected texture (348972 bytes): 'MZ_5BUILD_1'
- Warning: Larger than expected texture (348972 bytes): 'MZ_5BUILD_2'
- Contains 6 used textures, 17.65 percent of map (268 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_kalt.wad
- Contains 2 used textures, 5.88 percent of map (85 textures in wad)

Warning: More than 8 wadfiles are in use. (16)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 1.96 mb (of 4.00 mb MAX)
19.94 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: "C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\hlbsp.e
xe"-chart "C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattlet
est1.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Documents and Settings\Jordan
Vogel\Desktop\New Folder\Citybattletest1.prt'
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: "C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\hlvis.e
xe"-full -chart "C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Cityb
attletest1.map"
979 portalleafs
2800 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (16.28 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (702.00 seconds)
average leafs visible: 252
g_visdatasize:74115 compressed from 120417

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 10028/32767 200560/655340 (30.6)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 322/32767 12880/1310680 ( 1.0)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 2053020/4194304 (48.9)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 74115/2097152 ( 3.5)
entdata [variable] 5748/524288 ( 1.1)
34 textures referenced
=== Total BSP file data space used: 2346323 bytes ===
718.55 seconds elapsed [11m 58s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: "C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\hlrad.e
xe"-extra -bounce 8 -chart "C:\Documents and Settings\Jordan Vogel\Desktop\New F
older\Citybattletest1.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.wic de
leted.
C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.lin de
leted.
C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.p0 del
eted.
C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.p1 del
eted.
C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.p2 del
eted.
C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.p3 del
eted.
C:\Documents and Settings\Jordan Vogel\Desktop\New Folder\Citybattletest1.prt de
leted.
1 file(s) copied.
Citybattletest1.bsp copied to C:\Valve\Steam\SteamApps\the2ndmarine@hotmail.com\
day of defeat\dod\maps
1 file(s) copied.
Citybattletest1.pts copied to C:\Valve\Steam\SteamApps\the2ndmarine@hotmail.com\
day of defeat\dod\maps

Press any key to continue . . .


Game doesn't load when i go to new game and select the map, it just crashes back to windows. What do i do.

Gorbachev
07-04-2004, 10:41 PM
Try lowering your use of .wad files. You're using more than 8 which can cause adverse effects that are "unexplainable". So try it again with less .wad files.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.