Inside3D!
     

What does VIS do?
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping
View previous topic :: View next topic  
Author Message
DieparBaby



Joined: 05 Dec 2006
Posts: 44
Location: London, Ontario, Canada, eh

PostPosted: Thu Dec 14, 2006 2:33 pm    Post subject: Reply with quote

CheapAlert wrote:
excuse this


pwned
Back to top
View user's profile Send private message
Kell



Joined: 12 Sep 2006
Posts: 11

PostPosted: Thu Dec 14, 2006 8:41 pm    Post subject: Reply with quote

CocoT: if you're still having problems, I humbly suggest you try asking in the Mapping Help thread over on Func. Mappers and those knowledgeable with compilers, such as aguirRe himself, will respond pretty quickly and in detail about even the most obscure errors.

Also useful is to open the entire help thread and do a page search for relevant terms, because a lot of questions have probably been encountered before.

HTH
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Thu Dec 14, 2006 10:12 pm    Post subject: Reply with quote

Yes, thank you Kell, I think I'll do that Smile
I realize I'm bumping into what is probably all kinds of newbie problems, so it does make sense to read more about mapping and its related issues. I have always been a distant lurker of the Func Forums, but I think it's time to change that Smile
I also realized I have to be MUCH more patient with VIS. I've taken a very basic map I had done, ripped almost everything and saw it still took a couple of hours to vis, so I'll have to make tests and let it run much longer than I thought was needed. The thing with my mod maps is that they are, by nature, a huge box (around 20% of the grid or so) filled to the brink with things, many of which are visible at almost all time... something, which I deducted was very tough not only on frame rate, but also vissing...
I'll keep you guys updated. Again, thanks a lot for the help Smile

Note: I like the shape of your avatar!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Thu Dec 14, 2006 11:17 pm    Post subject: Reply with quote

Id seen Kell lurking around before, I was wondering when he would speak up =)
Back to top
View user's profile Send private message AIM Address
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Dec 15, 2006 12:44 am    Post subject: Reply with quote

CocoT wrote:
Wow, thanks frag.machine and Dr Shadowborg, super good pieces of advice and links. I really appreciate it! Smile I realize I really know little about mapping and it's fun learning.
I'll try it out again today and will keep you updated with the results.

Oh, and since I'm at it: what does "cluster with too many portals" mean? I get that error on another map Sad

Update1 : Weird, when I try the "pointfile" thingy, I get the following, "0 point read / point at 0 0 0"... In DP, I get axes pointing to the center of the map grid. Does that mean there is no leak?


Quark 4.07 (don't know about another versions) has a menu option to find holes in the map. It's not 100% accurate, but can help a lot if you're an absolute beginner.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
HeadThump



Joined: 14 May 2006
Posts: 74
Location: Zin

PostPosted: Fri Dec 15, 2006 4:16 am    Post subject: Reply with quote

CocoT, not only are the tools listed on Bengt's site but he has a good compiling error faq, http://user.tninet.se/~xir870k/tooltips.txt there as well. I looked up the cluster error, unfortunately it isn't listed as a common error and I have not seen it before.

So I took the next step and loaded the source code for txbsp, vis and light and searched for 'cluster with too many portals' with Visual Studios search in files option and the error never occurred in the source.

Edit: There was the off chance you encountered the error in game. I loaded up a few GLQuake sources and still nada.
Back to top
View user's profile Send private message
CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Fri Dec 15, 2006 6:29 am    Post subject: Reply with quote

Yeah, so weird, uh? Yhe only trace I personally found of it was the following: http://www.google.be/search?hl=nl&q=%22cluster+with+too+many+portals%22&meta= , and I can't really make sense of it Razz
I'll definitely go through that FAQ and try Quark Smile
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Kell



Joined: 12 Sep 2006
Posts: 11

PostPosted: Fri Dec 15, 2006 10:48 am    Post subject: Reply with quote

I too had a quick search around for the cluster/portals error. It does seem to be a rare error to encounter.

I'm not a coder, so my experience of such errors comes from a mapping ( i.e. non-technical luddites-r-us ) perspective.

When a map is sealed and qbsp can divide not only the architectural surfaces of it, but also the volumes of space, it creates leafs. A leaf is a simple 'block' of 3D space within the map, and like a brush it cannot be concave. Where a leaf touches architecture, the surface is split. Where a leaf touches andother leaf, this is called a portal. Portals are basically the 'windows' from one volume of space in a map through to another volume of space. It is through these portals that vis 'looks'.

A cluster, as far as I know, is when several small leafs ( probably created by a concentration of detailed brushwork ) are 'clustered' together by vis so they can be handled more easily by the engine. A cluster with too many portals is probably a large, open, yet very detailed area of a map.

This is an educated guess, not fact, but it sounds likely. Large areas are possible in a map; detailed areas are possible in a map. But large and detailed areas are what a mapper generally has to avoid.
If that's what you've built, the solution I'm afraid is simply going to be reducing either the size or complexity of that area.

Hopefully aguirRe will have more specific knowledge to contribute to the problem.

ETA:
CocoT wrote:
Note: I like the shape of your avatar!


It is the Sign Of Koth
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group