WARNING: Flipped triangle - question?


(SteelRat) #1

I am working on a project and I keep getting this problem over and over and over.
I fix it and make a couple of new brushes and then the problem occurs again but in another location. I think I will have to restart but I would like to understand what is causing this so I can prevent it from happening again.

The map at this stage is pretty basic, I have generated my terrain in easygen and it is not extremely complex or large.

--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...WARNING: Flipped triangle: ( -1600    448      0) ( -1728    448      0) ( -1616    448      0)
8...9... (4)

Before you say that I should search, I did and I did read Drakir’s exellent post on this topic although my problem seems to be different.

Any constructive ideas?

/SteelRat


(MadJack) #2

Same thing here… :disgust:

0…1…2…3…4…WARNING: Flipped triangle: ( 888 -1132 44) ( 808 -
1212 44) ( 888 -1132 44)


(=DaRk=CrAzY-NuTTeR) #3

yeah, fresh terrain from easygen and im still getting problems


(Mark.C) #4

hit the brush cleanup butoon (looks like recycling symbol) it has helped me to acheive 0 errors in my current map, just a suggestion, not a solution.


(Chruker) #5

Are you using easygen’s thin mesh feature for the terrain? because according to ydnar q3map2 doesn’t like that.


(blushing_bride) #6

i had the flipped triangle problem on the vaulted roof of a building i was making. I read in another thread to select everything in the map and hit ‘snap to grid’ (sorry dont remeber the command off the top of my head). While this fixed the flipped triangles it also made a total mess out of many other brushes that were not causing errors. So i reloaded my map, looked at the cooridinates of the flipped triangles to get a rough idea of the area they were in. I then selected each brush one at a time and performed snap to grid followed by brush clean up. I did this for about fifty different brushes. It took a long time but i no longer have the flipped triangle problem (however this created a slightly different problem, if you look very hard there are tiny seems between some brushes now but you can only see this if you are really looking for it). If you are going to use ‘snap to grid’ then make sure you back up your map first. When i snapped my entire map to grid it made some small brushes into gigantic triangles that were so big they would not fit inside the grid of radiant. again i was not using terrian so this might not help you and make sure you save your map first


(MadJack) #7

Brush cleanup did the trick but I’m wondering if there’s a missing brush somewhere that I haven’t notice yet… The map is compiling fine without errors and that’s the most important! :slight_smile:


(Davros) #8

i had this error in a few places on terrain i made in 3dsmax, i went to the coordinates stated and found no problems visually or physically, so i wouldnt worry about it. an easy way to go to exact coordinates in a map is open your map file in notepad and manually add an entity using the coords from the error

{
“classname” “bla”
“origin” “20 30 40”
}

then hit L in radient and select bla, then the entity will be inside the brush your after


(ratty redemption) #9

@Torchy, that`s a useful tip :slight_smile:


(SteelRat) #10

I recreated my terrain in easygen using the rgoer shader using far less divisions as well and the problem is gone.

I think Torchy’s idea to add a entity named “bla” or something at the location of the error is very smart, I would have tried that if I hadn’t redone my terrain first.

I have also seen in lot of code that many mappers uses the wrong templates in easygen (including me until now) and get poor results with the terrain.

Make sure you use the following templates for ET:

rgoer_blend.shader

textures/%METASHADER_NAME%_%I%to%J%
{
	q3map_baseshader textures/%METASHADER_NAME%_base
	qer_editorimage %TEXTURE_I_MAP%
	{
		map %TEXTURE_I_MAP%
	}
	{
		map %TEXTURE_J_MAP%
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

rgoer_noblend.shader

textures/%METASHADER_NAME%_%I%
{
	q3map_baseshader textures/%METASHADER_NAME%_base
	qer_editorimage %TEXTURE_I_MAP%
	{
		map %TEXTURE_I_MAP%
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

rgoer_vertexremap.shader

textures/%METASHADER_NAME%_base
{
	nopicmips
	q3map_lightmapaxis z
	q3map_lightmapmergable
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

Save the shader files in easygens template directory and select them in easygen via the template selector.

/SteelRat

EDIT: Updated the last shader filename, thanks MadJack!


(=DaRk=CrAzY-NuTTeR) #11

i tried the brush cleanup and it didnt work :frowning:

i tried exporing the terrain to my map again and it didnt work :frowning:

i did what Torchy said and it didnt work :frowning:

whats wrong?


(=DaRk=CrAzY-NuTTeR) #12

BTW SteelRat i tried what you said and guess what :slight_smile:

it didnt work :frowning:


(SteelRat) #13

Hmm…I’m sorry to hear that crazy nutter, maybe someone more experienced than I can help you. Did you not even find the area of the offending brush by using the entity trick?


(=DaRk=CrAzY-NuTTeR) #14

well yeah i found it - but it dosnt look outa place

will i have to remake my full terrain again?


(MadJack) #15

SteelRat… Edit your post because the last shader should be named: rgoer_vertexremap.shader remap, not map :smiley:

I used that shder to change my terrain and I can’t say there’s much difference, that I can see, from the normal et templates… Not many differences in the files anyway. But one way or the other, thanks for posting them :slight_smile:


(=DaRk=CrAzY-NuTTeR) #16

well i didnt notice any difference at all, all it dose is rearange the textures, dosnt fix my fucking triangle


(SteelRat) #17

How about deleting the offending brush you found and recreating it Crazy Nutter? (And make sure you have a backup first) It may look normal in the editor…

Also, about using snap to grid. If understand this correctly then this function snaps to the grid of the gridsize you have. If you have gridsize of 16 then this may cause problems if you have brushes in gridsize 4. (please correct me if I am wrong but this made junk out of some details on one of my maps).


(=DaRk=CrAzY-NuTTeR) #18

i havnt tried that, i dont wana


(ratty redemption) #19

Also, about using snap to grid. If understand this correctly then this function snaps to the grid of the gridsize you have. If you have gridsize of 16 then this may cause problems if you have brushes in gridsize 4. (please correct me if I am wrong but this made junk out of some details on one of my maps).

yep, that`s right, so best to save before using it, unless your doing a lot of similar brush work that has been built with the same grid size, as to what your planning to snap to.


(=DaRk=CrAzY-NuTTeR) #20

hmmmm

ill try it

or ill just give up and remake my whole terrain - usually works :wink: