VIS error in cs 1.6 Created 13 years ago2011-05-18 15:43:15 UTC by Archie Archie

Created 13 years ago2011-05-18 15:43:15 UTC by Archie Archie

Posted 13 years ago2011-05-18 15:45:48 UTC Post #294742
Hey gang, back again with another frustrating, seemingly unexplainable rendering issue in the Goldsource engine.
This map is basically finished, but I can't release it because of this rendering issue.
Here's a video showing the problem:

Clicky! (1.02mb, direct download)

Log:

[quote]
** Executing...
** Command: Change Directory
** Parameters: E:Steamsteamappsinvader2003counter-strike

** Executing...
** Command: Copy File
* Parameters: "C:Program Files (x86)Hammer 3RMFcstrikede_******.map" "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******.map"

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlcsg.exe
** Parameters: "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_******"
hlcsg 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlcsg -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlcsg.exe E:Steamsteamappsinvader2003counter-strikecstrikemapsde_********
Entering E:Steamsteamappsinvader2003counter-strikecstrikemapsde_********.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

Brushes discarded from clipping hulls: 146 (totalling 970 sides)
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)

Checking Wadfiles (max. expected texture size is 196608 bytes):

Using Wadfile: steamsteamappsinvader2003half-lifevalvehalflife.wad:
Contains 52 used textures, 30.95 percent of map. (3116 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecs_dust.wad:
Contains 0 used textures, 0.00 percent of map. (28 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecs_bdog.wad:
Contains 9 used textures, 5.36 percent of map. (132 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecs_office.wad:
Contains 8 used textures, 4.76 percent of map. (102 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecstrike.wad:
Contains 5 used textures, 2.98 percent of map. (123 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikedecals.wad:
Contains 0 used textures, 0.00 percent of map. (225 textures in wad)
Including Wadfile: steamsteamappsinvader2003half-lifecorezhlt.wad:
Contains 1 used texture, 0.60 percent of map. (8 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikede_*******.wad:
Contains 93 used textures, 55.36 percent of map. (95 textures in wad)
Added 3 additional animating textures.

Texture usage is at 6.40 MB (of 32.00 MB max)
1.86 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlbsp.exe
** Parameters: "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******"
hlbsp 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlbsp -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlbsp.exe E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******

Current hlbsp Settings
Name | Setting | Default
------------------|-------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...2880 (0.07 seconds)
BSP generation successful, writing portal file 'E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3027 (0.08 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2477 (0.06 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3236 (0.08 seconds)
2.00 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlvis.exe
** Parameters: "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******"
hlvis 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlvis -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlvis.exe E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******
Portalleafs: 1404
Numportals: 4396

= Current hlvis Settings =
Name | Setting | Default
------------------|-------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.35 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (46.21 seconds)
Average leafs visible: 299
g_visdatasize: 124654 compressed from 247104
46.60 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlrad.exe
** Parameters: -extra "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_********"
hlrad 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlrad -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlrad.exe -extra E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1lights.rad']
[80 texlights parsed from 'C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1lights.rad']

Faces: 14626
Create Patches: 58636 base patches
Opaque faces: 0
Square feet: 228572 [32914450.00 square inches]
Base patches created: 58636 out of 65535 max. (89.5)
Direct lights: 1895

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (114.25 seconds)
Obsolete light entities removed: 0
visibility matrix : 204.9 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (35.68 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.08 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.68 seconds)
Transfer Lists : 162533944 : 162.53M transfers
Indices :    87181416 :   83.14M bytes
   Data :   650135776 :  620.02M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.05 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.31 seconds)
169.64 seconds elapsed [2m 49s]

--- END hlrad ---

[/quote]
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 16:04:46 UTC Post #294748
Is the door an entity? Also have you tried compiling with VIS -full?
Posted 13 years ago2011-05-18 16:21:10 UTC Post #294749
The door is a func_door triggered by a trigger_multiple. Just did a full VIS compile - no change.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 16:57:56 UTC Post #294750
I dont see the error what am i missing? =/

One thing tho, which probably isn't even related to the problem you're having(but it is known to cause unpredictable results), is you're referencing more than 8 wadfiles.

What i do to get around this, is use the glorious "WADMerge" in wally, so i never reference more than 4 or so wads at any given time. A snippet from my CSG:

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[D:D2wonHalf-Lifevalvecs.wad]
[D:D2wonHalf-Lifevalvehl.wad]
[D:D2wonHalf-Lifevalverooms.wad]
[D:D2wonHalf-Lifevalvezhlt.wad]


So basically, "cs.wad" is every wadfile in my cstrike folder combined, and same for "hl.wad". If i don't manually include zhlt, my hlfix buggers fsr(even tho zhlt.wad is automatically wadincluded).

Not trying to tell you how to do your mapping in any way, just a thought!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-18 17:44:11 UTC Post #294751
I'm only using 8 wads, and have been since I started this map. It's never caused problems before.

Look at the video. All the entities disappear when look in one direction.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 17:46:53 UTC Post #294752
I think it has to deal with a faulty vis leaf?
Maybe try fixing that with a hint brush :).
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-18 17:55:08 UTC Post #294754
Turn the door to world brush again and see what happens.
Posted 13 years ago2011-05-18 18:07:16 UTC Post #294755
Unrelated question for PB: Why is it that whenever you only post 1 '', it will be deleted, you always have to 'double up' the backslashes or they'll get deleted, this can cause comprehension problems and minor readability errors like with a compile log with paths like this.

I'm definitely assuming it's not anything at all to do with this specific forum software, but rather a general PHP or such error as I've had this problem on other forums as well, care to elaborate?

Sorry for off-topic, but I figured it'd make more sense to post here where the problem is most noticeable.

EDIT: Ironically, after editing my post it deleted the backslash.
Crollo CrolloTrollo
Posted 13 years ago2011-05-18 18:16:39 UTC Post #294756
Yeah Crollo, too bad this site doesn't have a Site Comments and Suggestions subforum. We really need one.

*facepalm
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-18 18:16:58 UTC Post #294757
oh sorry huntey i thought i counted 9! (also sorry i didn't watch the video, i didn't know that's what it was!)

If you hit console in game, do you see any errors like "too many visibilty entities..."

Also, try compiling with -chart paramater, and see if you're coming close to any of the resource limits.

LAST thing. please describe the construction of the door in a little more detail. sometimes, choping an brush-based entity up into seperate "chunks" will eliminate visibility errors.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-18 18:28:59 UTC Post #294758
It's neither a suggestion or a comment, it's a question. LRN2COMPREHENSIVE
Crollo CrolloTrollo
Posted 13 years ago2011-05-18 18:33:45 UTC Post #294759
Most likely it is too many entities visible.

Try combining func_walls, illusionaries, etc. Should solve the problem.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-05-18 18:35:15 UTC Post #294760
crollo: BAM he got you! 6 extra seconds...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-18 18:36:18 UTC Post #294761
5, actually. :P
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-05-18 19:08:57 UTC Post #294762
Yeah, it looks like too many entites are being rendered at once in a single frame.

Look for the "Too many entities in visible packet list" message in the console to confirm this.

To fix, you may want to combine entities, turn func_walls/illusionaries back into brushes or use HINT/SKIP brushes to cut VIS leafs into smaller area's.
Posted 13 years ago2011-05-18 20:24:02 UTC Post #294764
Ah yeah, that was it. I never saw the console error messages because I didn't have developer mode on.

On a semi-related note (still regarding this map) does anyone have a good guide to definitively resetting things at the start of each round in CS 1.6? I have a func_door_rotating which MUST start open, and is flagged to do so, but it only works for the first round because it "resets" to its closed position at the start of any following rounds.

Never mind, a multi-manager with the name "game_playerspawn" will fire on... well, player spawn.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 20:33:36 UTC Post #294765
Players who just entered a game sometimes spawn in the middle of a round. AFIK, the best way to trigger something at the beginning of each round is to create an invisible func_breakable covering both spawnpoints. Give the breakable 0 health and flag Touch and Pressure. Set Target on Break to the name of the entity you want to trigger.
Oskar Potatis Oskar Potatis🦔
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