'WARNING: Flipped triangle' error


(Grand Nagus) #1

Gotta question…

WARNING: Flipped triangle: (-192 1344 27) (128 1344 8) (-96 1344 21)

I did a search for this error, but only found a post that had no responses. I looked at this location on my map and it’s a ‘caulk’ brush face (so it’s not visually noticeable). But I don’t like this error popping up after every compile. What is this error, and is it something to worry about? Also, how do I get rid of it?

Thanks in advance for the help!


(onu) #2

Have you tried merely deleting that brush and filling the hole with a new one?


(pazur) #3

i had this one too. but i never got rid of it. bobtoolz brushcleanup has never found this brush. if you know what brush is causing it then rebuild it. i never found the brush and q3map2 doesnt tell either in the warning msg the brush number…


(Hewster) #4

Me too…

turned out to be an autoclipped model.

Hewster


(WadeV1589) #5

Nagus is this that map I looked at and added the autoclip to the rocks? If so I told you that you’d need to fix the models as there were a few really pointless (and weird) faces/vertices in those models such as the single triangle in the centre that served no purpose and could never be seen. And as a result of the auto-clipping shader I made for you it was giving you that error…

My 2 cents as it were :banana:


(Grand Nagus) #6

The error’s somewhere on the ground under that tree.

No, I’ve been working on this one solo WadeV1589. I totally re-did the map, since the scale was off and too many ‘detail’ brushes were causing .aas files to be overly inflated. I don’t care what anybody says, nobody likes having a big .aas.

But I guess I have another question… When mapping, I snap everything to the grid (ctrl+g) and frequently run brush cleanup. Yet I still sometimes get an invisible triangle in a compiled map (whether I do a ‘-vis’ or a simple ‘novis’ compile), an occasional brush vanishes while I’m testing my map, or I get seams where I can see where two brushes meet. But if I move the entire map a few grid units left, right, up or down the problem sometimes goes away. The smallest grid unit scale I’ve used in this map is 2, so I’m not sure why this is happening. All brush vertices are supposed to be at integer locations, huh… When I make a bsp, I use these switches…
‘-game ef -custinfoparms -meta -patchmeta’
Should I be using something different?

Thanks again for the help!