Disappearing Objects? Created 14 years ago2009-07-28 23:16:02 UTC by vegeta24 vegeta24

Created 14 years ago2009-07-28 23:16:02 UTC by vegeta24 vegeta24

Posted 14 years ago2009-07-28 23:16:02 UTC Post #271076
Yeah I'm working on a map for my capstone project and ran into an interesting (and frustrating issue) I noticed well into the late stages of my map when I am playtesting that anything it is not a default solid brush like a wall or anything that is set as something like func_breakable or func_water and the like disappears and reappears at certain angles. The object is still there it's just that I can't see it when turning or moving certain directions. I can't seem to figure out why it's doing that.
Posted 14 years ago2009-07-28 23:17:57 UTC Post #271077
Do you get any errors in the console when playing? like a 'too many visible entities in packets list' error?
Posted 14 years ago2009-07-29 00:30:35 UTC Post #271079
I once had a very large outdoor map, and in one area some func_wall tables disappeared like this. I've never seen it happen in maps that are reasonably proportioned.
If it's possible to do with the object, I might suggest turning it into brush based entity and moving it 1 unit away from any surrounding surfaces, so it just won't cut up the brushwork. When possible, I actually prefer this method to func_walling everything, since the object still casts shadows.
Posted 14 years ago2009-07-29 01:20:20 UTC Post #271081
I noticed I had quite a few leaks. Problem is I was using PTS files to find em and it looks like one hell of a mess even though it seemed okay while building and checking the map by compiling from time time. The map itself seems very large on the grid but walking from end to end doesn't take but maybe 30 seconds.

As for turning em into brush based entities I believe it's ctrl+w right? I just started this so I'm still getting used to the program.

I will post any errors I see in a second, gotta turn on my laptop that has the game.
Posted 14 years ago2009-07-29 01:31:32 UTC Post #271082
Well in-game it gives me
Tracker Error: TrakerUI.dll not loading.
That's in the console. As for my compiling report:

** Executing...
** Command: Change Directory
** Parameters: "C:\My Stuff\Half-Life"

** Executing...
** Command: C:\My Stuff\Worldcraft\qcsg.exe
** Parameters: "c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (2)
Using WAD File: \my stuff\half-life\valve\halflife.wad
Using WAD File: \my stuff\half-life\valve\liquids.wad
Using WAD File: \my stuff\half-life\valve\xeno.wad
Using WAD File: \my stuff\half-life\valve\decals.wad
added 29 additional animating textures.
3 seconds elapsed
** Executing...
** Command: C:\My Stuff\Worldcraft\qbsp2.exe
** Parameters: "c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
1 seconds elapsed
** Executing...
** Command: C:\My Stuff\Worldcraft\vis.exe
** Parameters: "c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged"

vis.exe v1.3 (Dec 30 1998)
-- vis --
2 thread(s)
LoadPortals: couldn't read c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged.prt
No vising performed.

** Executing...
** Command: C:\My Stuff\Worldcraft\qrad.exe
** Parameters: "c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
2 threads
[Reading texlights from 'C:\My Stuff\Worldcraft\lights.rad']
[1 texlights parsed from 'C:\My Stuff\Worldcraft\lights.rad']

No vis information, direct lighting only.
3644 faces
125090 square feet [18012964.00 square inches]
18875 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (2)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 46/400 2944/25600 (11.5)
planes 3580/32767 71600/655340 (10.9)
vertexes 5486/65535 65832/786420 ( 8.4)
nodes 1494/32767 35856/786408 ( 4.6)
texinfos 784/8192 31360/327680 ( 9.6)
faces 3644/65535 72880/1310700 ( 5.6)
clipnodes 4600/32767 36800/262136 (14.0)
leaves 978/8192 27384/229376 (11.9)
marksurfaces 4302/65535 8604/131070 ( 6.6)
surfedges 18340/512000 73360/2048000 ( 3.6)
edges 9249/256000 36996/1024000 ( 3.6)
texdata [variable] 6736/2097152 ( 0.3)
lightdata [variable] 492930/2097152 (23.5)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 5953/131072 ( 4.5)

Total BSP file data space used: 969235 bytes

2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged.bsp" "C:\My Stuff\Half-Life\valve\maps\weaponsresearch(capstone)merged.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\my stuff\worldcraft\maps\weaponsresearch(capstone)merged.pts" "C:\My Stuff\Half-Life\valve\maps\weaponsresearch(capstone)merged.pts"

** Executing...
** Command: C:\My Stuff\Half-Life\hl.exe
** Parameters: +map "weaponsresearch(capstone)merged" -dev

Now I noticed I have leaks as I said earlier. I fixed quite a few. I don't know if that has anything to do with it. Also I heard that it's a good idea to add a skybox or some sort of walls around the map to help prevent leaks but I tried that and the map wouldn't compile at all and kicked me out of worldcraft after freezing.

Here is also a pic of my map in the editor and about what size it is relative to the grid. The top right box (top view) is zoomed all the way out.

User posted image
Posted 14 years ago2009-07-29 09:22:26 UTC Post #271100
Fix the leaks.

Also, the q-tools are outdated, you should compile with SHLT instead.

Worldcraft is also outdated, install Hammer 3.4 (then upgrade to 3.5)
Posted 14 years ago2009-07-29 10:14:16 UTC Post #271103
Yeah There's definitley a leak in there. Loading the .pts and .lin files is the best way to do fix it. (In editor: Map >> Load Pointfile)
Or you could have an entity in the void..
The map looks generally square do i don't think it would be an invalid solid creating a pin-hole leak (pains in the asses those are)

And as for compiling, The Compilator will help a lot.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-29 14:39:59 UTC Post #271122
Thanks guys. I found most of my problem. I tried it on a different laptop and everything is there. I think the Graphics card on the other one just doesn't like the game.

One last question. I know this is an older version (but given the nature of HL2 and Hammer not working properly I had to use this old thing) I was going to place a trigger to activate a sound. However all the triggers except the two I need are listed under the entities. I need trigger_once and multiple...and they aren't there. sigh. It's one thing after another...but..it is my grade I'm talking about so. heh.
Posted 14 years ago2009-07-29 14:50:59 UTC Post #271125
Trigger once's and trigger Multiples are brush based entities.
You need to create a brush(use the AAAtexture) and then tie it to an entity (CTRL+T) and it should be there.
If it's not, you need the FGD.
And your grade depends on this huh?
How long do you have left?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-29 15:34:10 UTC Post #271135
I think you need to fix your monitor. It looks GREEN!
:P
Posted 14 years ago2009-07-30 00:45:20 UTC Post #271172
Thanks Tesu0 I didn't know that but everything's coming along. I didn't realize I had my graphics set on "software" so it was giving me crap. I changed to Direct 3D and now everything stays visible.

As for the monitor I can't tell you how many ppl say that to me. It's fine, I just changed the theme setting to green (my favorite color)
Posted 14 years ago2009-07-30 02:46:26 UTC Post #271180
OpenGL is the recommended graphic mode in HL. If your graphic card support it that is.

OFF-T: Don't edit my posts like that. If you have something to add then post a reply like a normal person.
Posted 14 years ago2009-07-30 02:48:53 UTC Post #271181
Your grade is dependent on this? Man, I wish my school had something like that. :cyclops:
Posted 14 years ago2009-07-30 16:21:29 UTC Post #271218
btw:
As for turning em into brush based entities I believe it's ctrl+w right?
for me, hitting ctrl-w just toggles the ignore button, and does not change a brush-based entity to worldbrush(even tho it's supposed to...). If i want to change it to world brush, i go to the tools menu, and manually click "move to world"

"To Entity" or Ctrl-T works fine tho...
Captain Terror Captain Terrorwhen a man loves a woman
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