"huge winding split removed brush": map fucked up


(]UBC[ McNite) #1

lalalalalala I just lost the complete work of a whole day lalalalalala

ok, I m ok again… everything was fine until I made some tiny brushes I must ve forgotten long ago detail brushes to improve my VIS… next compile (q3map2 2.5.10 + q3map2build as front end tool, BSP: -meta, -v; VIS: -v) the map was all fucked up. This is what I found in the logfile:

entering E:\ETmap\etmain\maps\mp_theriver_2nd.map
    17295 total world brushes
    16827 detail brushes
        6 patches
    42850 boxbevels
    25830 edgebevels
      479 entities
    75944 planes
        0 areaportals
Size: -41613, -50740, -65536 to 46556, 46246, 65536
(...)
--- CullSides ---
    81137 hidden faces culled     <<< PROBLEM it was only 24471 hidden faces culled before
       17 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
     2053 faces
     2760 leafs
--- MakeTreePortals ---
       50 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
      810 structural brushes
     3220 cluster references
--- NumberClusters ---
     1212 visclusters
     3155 visportals
     3964 solidfaces
--- WritePortalFile ---
writing E:\ETmap\etmain\maps\mp_theriver_2nd.prt
--- FloodAreas ---
        1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
WARNING: huge winding     <<< I know this one from too many structural brushes
split removed brush    <<< WTF is that ??????????????????????????????????
    17328 detail brushes
    41637 cluster references
----- FogDrawSurfs -----
        0 fog polygon fragments
        0 fog patch fragments
        0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
     2904 axial edge lines    <<< was 16790 before
     3372 non-axial edge lines    <<< was 21000 before
        0 degenerate edges
     1861 verts added for T-junctions    <<< was 12524 before
    15355 total verts    <<< was 99725 before
     3315 naturally ordered    <<< was 21449 before
      432 rotated orders    <<< was 2575 before
       53 can't order    <<< was 494 before
        0 broken (degenerate) surfaces removed
(...)
Writing E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Wrote 5.7 MB (6000120 bytes)     <<< was 9.4 MB before
       40 seconds elapsed     <<< was 130 before

So as far as I understand it, q3map2 lost most of the brushes/surfaces and just didnt calculate them, which is exactly as the map looked: like made of caulk without any textures for most of the part.
The VIS-stage was ok though, no relevant changes there, apart from some improvement (reduced visdatasize by 10.000 in comparison to the compile before).

For your information some parts of the VIS stage:

--- Vis ---
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.prt
  1212 portalclusters
  3155 numportals
  3964 numfaces
  6310 active portals
   430 hint portals
visdatasize:184232

--- BasePortalVis (6310) ---
0...1...2...3...4...5...6...7...8...9... (5)
      5 average number of passages per leaf
     14 MB required passage memory

Suggestions anyone?
Is there a max of detail brushes that the engine can calculate? Is it less than 16.800?
And: No I didn’t safe my map before I made a dozen structurals detail :angry:


(ratty redemption) #2

sorry I cant help with your problem, but I did notice your using an old version of q3map2, were onto 2.5.16 now, which you can dl from my sig file, well the windows version, I couldn`t fit the unix version into the sig text.


(]UBC[ McNite) #3

Ok, I took the mapfile and deleted a shelf and some boxes to reduce the amount of detail brushes. Compile was no problem, everything fine.

Then I imported the shelf and boxes (had them prefabbed before deleting) into the same map, compiled with the very same settings: everything fine :eek2:

Well I m glad my map works again, but it isn’t really logical is it?


(SCDS_reyalP) #4

It sounds like you had a bad brush somewhere. Did you try brush cleanup ?

WARNING: huge winding <<< I know this one from too many structural brushes

How do you ‘know’ that ?


(]UBC[ McNite) #5

@ brush: had only 1 brush indicated by brush cleanup but cleaning it up didnt help me with the issue

@ know: when I started the map I didn’t use detail at all… so I ended up with structurals only and iirc I got a huge winding from that, it forced me to start using detail


(ratty redemption) #6

when using brush cleanup, run it a few times until it reports ‘0 invalid/duplicate planes removed’ as sometimes it doesn`t get them all the first time.