Degenerate Triangle? Created 18 years ago2006-04-08 14:19:53 UTC by Exos Exos

Created 18 years ago2006-04-08 14:19:53 UTC by Exos Exos

Posted 18 years ago2006-04-08 14:19:53 UTC Post #172912
When ever I compile the map I am making, it says "Degenerate Triangle" along with a few coordinates, but it says it ALOT, it makes my compile log huge. What is a "Degenerate Triangle?"
Posted 18 years ago2006-04-08 14:41:34 UTC Post #172920
Please post the whole compile notes so I can pin point it out...

Usually errors like that = bad mapping where brushes mix or you apply func_detail to the wrong things.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-08 14:58:53 UTC Post #172925
Okay but this compile log is huge.

** Executing...
** Command: "c:program filessteamsteamappsxyos212sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsxyos212counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccoast"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappsxyos212counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccoast.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccoast.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Degenerate Triangle
(-1349.35, -2022.13, 215.00), (-1407.16, -2137.56, 215.00), (-1407.16, -2137.56, 215.00)
Degenerate Triangle
(-1407.16, -2137.56, 215.00), (-1602.88, -2253.00, 215.00), (-1407.16, -2137.56, 215.00)
Degenerate Triangle
(-1607.54, -2253.00, 224.63), (-1607.54, -2253.00, 224.63), (-1607.30, -2253.00, 225.31)

et cetera, ad overfloweum
Posted 18 years ago2006-04-08 15:59:25 UTC Post #172938
Dude, your map has HUGE problems. This is usually caused by tiny micro brushes (less than 1 unit big). Only way to get rid of them is to find them and delete them. I sorry to say, you may have to delete everything to get them all. QuArK has a built in micro brush finder. Hammer might be able to find them with check for problems (ALT-P).

Do not use carve for anything but square brushes, that's a major cause for this. If you don't get them all, things are going to work odd. Brushes may be black, some brushes may go on forever in a certain direction ect.

If you post this map in the problem maps area, I'd be glad to run it through a micro brush finder.
Posted 18 years ago2006-04-08 16:01:45 UTC Post #172939
I try not to make noob mistakes like overlapping, getting things off the grid stuff like that. I never carve or hollow. I am just going to not continue on this map.
Posted 18 years ago2006-04-08 16:17:44 UTC Post #172946
DarkKilauea: Are you sure?
My map has this "error" in it, and I didn't have it until after I put in displacements in my map.
And the more I have the more Defenerate Triangle thingies I get.

I think it's just simply the compilers way to express the different movments of the displacements wich after all is, builded up by triangels.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-04-08 17:35:25 UTC Post #172957
Degenerate Triangle
(-1607.54, -2253.00, [m]224.63[/m]), (-1607.54, -2253.00, [m]224.63[/m]), (-1607.30, -2253.00, 225.31)
Two points of the triangle are at the same point in space. That, uh, makes a line, not a triangle.

It sounded like a displacement thing to me at the beginning, and if Madcow says he only got it when he smacked in a displacement, I'd guess that it's some dodgy, er, displacing.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-08 18:01:27 UTC Post #172964
You wanna touch it? :)

No seriously, I can post it, nothing odd with it, just a field of grass smoothly manipulated.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-04-08 18:09:51 UTC Post #172971
Ive only ever found this with displacements, it gives you coords so go there and fix it!

Either that or the compiler is calling you a degenerate on society
Posted 18 years ago2006-04-08 18:11:52 UTC Post #172972
The problem is not that serious.
If the map starts lagging, THEN you might wanna fix it, else, nah.
(IF it is an error)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-04-08 18:23:48 UTC Post #172980
A triangle with two corners sounds pretty odd to me :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-08 18:28:38 UTC Post #172984
im sure some mathematician has created a dodecahedron with 3 faces because it obeys the laws of johnsons last whogivesashitheorem
Posted 18 years ago2006-04-08 18:28:45 UTC Post #172986
that's imposseble to do in hammer though.
I'll try to make a normal displacement and check the compile log and see what happens................................tomorrow
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-04-09 23:09:15 UTC Post #173207
I found degenerate triangles to do strange things in any of the maps I've created. Of course, this was for a non-source engine, but the basic principal applies. If it's with displacements it might be ok, but degenerate triangles or faces on world geometry is really bad. I'd still fix it, cuz either way, your wasting polys :)
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