Q3map2: SetupTraceNodes segfaults


(majestyk) #1

Hi there,

After weeks of map-building, a segmentation fault came up in the SetupTraceNodes phase. Tracing it down, I came to the following point:

SetupTraceNodes:
254359 trace windings (64,04MB)
475701 trace triangles (41.74MB)
149048 trace nodes (9,10MB)
74492 leaf nodes (4.55MB)

Map Info:
Brushes: 3238
Entities: 218
Net brushes: 2953

Now, if I add:

  • 1 caulked brush, I get a segmentation fault
  • 1 Light entity, it compiles
  • 1 brush with partly transparent texture (clear_calm1, water), it works (same TraceNodes numbers as before)
  • 1 brush with normal texture (clang_floor), it segfaults
  • 1 cylinder (clang_floor, func_group), it works (same TraceNodes numbers)

on entering the SetupTraceNodes section.
It took me quite a while to feel my way to this point. I have no idea what the problem could be. I am seriously out of ideas … and thankful for any hint.

Thanks in advance,
majestyk

PS: I am using q3map2 version 2.5.11, and I tried on linux and windows. I am mapping for q3ut3.


(ydnar) #2

Try the latest version and see if it still happens.

y


(majestyk) #3

I just tried with 2.5.15, but to no avail. Same results as with 2.5.11. Do you need more information abut anything regarding the map or the system?

Thanks,
majestyk


(majestyk) #4

It can’t be something like “maximum brush limit exceeded” - if I look at maps like uptown or rommel, they have certainly more brushes used. Or am I wrong and that might be the reason?


(majestyk) #5

Strange. I removed a small part which looked a bit odd, with a net count of 15 brushes removed. As an result, I had to remove even more of my test brushes to make the map compile again!

The last good brush count before the crash is now:


Total Brushes:     3217
Total Entities:     218
Net Brush Count:   2932

I tried again and logged the compile processes in two files:
http://www.majestyk.de/mapping/q3map2-ut_astaro.log.txt
http://www.majestyk.de/mapping/q3map2-ut_astaro.crashlog.txt

First case, compile works. Second case, one brush added, compile crashes. Please take a look at it and tell me if there is something that looks strange to you. If you need additional information, don’t hesitate to ask.

Thanks,
maj.


(G0-Gerbil) #6

Since you cropped up in the other thread on this bit, I thought I’d mention.
I have enough detail in my map now that q3map2 crashes in this stage. I was hardly suprised though given my entire map was detail and it’s huuuuuge.
setting blocksize in worldspawn (previously I’d over-ridden it with a value of zero) fixed the problem.

Since I think you are coming at it from the other direction (overly complicaed structural map) then as mentioned elsewhere, learning to use detail should fix the problem.

It’d be good if you could let us know if this fixes the problem. Half the problem with forums is people solve problems then don’t say what worked so no-one else is any the wiser as a result :wink:


(ratty redemption) #7

Half the problem with forums is people solve problems then don’t say what worked so no-one else is any the wiser as a result

I second that, please post saying what advice if any works.


(majestyk) #8

Guys, you really helped me out. Gerbil, you got it 100% correct. :notworthy:

Too many structural brushes. Maybe not in overall (there are only about 3300 of them), but too many small ones, I suppose, since I made everything structural, stairs, railings and stuff, which is leading to a extremely complex leaf node layout.
I just tried and picked one detailed building and made everything a detail brush (just to check). Result: It compiles fine again. I added a few brushes to test, still works. I am extremely glad that I don’t have to kick months of work into the can.

What I really wonder is: why did no one trip over this problem before? Did I miss this step in every tutorial? In my opinion, this should be one important lesson for mapping tutorials. Whatever -
thank you very much for your help on this!

Edit: Just realized that this posting doesn’t reflect my happiness, so I added a few smilies :smiley:


(ratty redemption) #9

cool and thanx for posting :slight_smile: