model disappearing Created 14 years ago2009-11-03 06:20:43 UTC by citizenx citizenx

Created 14 years ago2009-11-03 06:20:43 UTC by citizenx citizenx

Posted 14 years ago2009-11-03 06:20:43 UTC Post #275116
I have a tree in my map, which can be seen when player is in same level with the tree, but when player is in lower or higher position, tree disappearing in moments, and then shows up again. Is this possibile to solve somehow, or should I remove tree completely?
Posted 14 years ago2009-11-03 06:58:30 UTC Post #275117
Is the tree a model, a sprite or a brush?
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-03 07:20:42 UTC Post #275118
model. says in title
Posted 14 years ago2009-11-03 08:42:40 UTC Post #275121
Have you covered it with a CLIP-brush? I heard that covering models with CLIP-brushes could sometimes cause them to disappear.
Posted 14 years ago2009-11-03 08:46:50 UTC Post #275122
model. says in title
Sorry, my bad.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-03 09:06:14 UTC Post #275123
It's probably a visleaf bug. Give us a top-down and a side-view diagram of that area of the map.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-03 09:31:56 UTC Post #275124
@Killer-Duck
Yes I have used clip texture to avoid tree "ghost effect", is there some other way?

@JeffMOD
User posted image
User posted image
Posted 14 years ago2009-11-03 10:20:54 UTC Post #275126
Try using a func_wall instead, covered with the {BLUE-texture (halflife.wad) with "Render Mode" set to "Solid" and "FX Amount" set to "255".

Also, like JeffMOD says, could be a visleaf bug. You are compiling with VIS set to "Normal", right? (You could also try to compile it with full by using the -full switch.)
Posted 14 years ago2009-11-03 11:00:28 UTC Post #275128
i tried with func_wall and it is stil problem...I will try second method later and tell U what I have done...
Posted 14 years ago2009-11-03 11:31:12 UTC Post #275129
what entity are you using to place the model?
Rimrook RimrookSince 2003
Posted 14 years ago2009-11-03 13:00:31 UTC Post #275131
I have used cycler_sprite
Posted 14 years ago2009-11-03 15:21:13 UTC Post #275132
What are all those yellow textures?

Anyway this is definitely a vis problem, probably having to do with the leafs.
At some point when you change altitude the game is rendering a different leaf that doesn't include your tree. Why it's happening when you're higher than the tree, I don't know. That doesn't make sense.

It's also possible that a vis leaf error is causing too much to be rendered, and is cutting out the tree model because it can't render any more entities. Though this is highly unlikely considering the low number of entities I see in your screenshot. Check anyway by using "developer 1" in the console, and check for a long stream of error messages saying that too many entities are onscreen.

Things I would try, if you haven't tried them already:
-Run a full vis compile first and foremost if you aren't already and make sure simply running full doesn't fix it. Or if you've been running full the whole time, try normal or fast to see if anything changes.
-Move the tree slightly up or slightly down.
-Change vis leaf size to be higher or lower.

On an unrelated note: you should replace the clip brush there with a transparent func_wall so that you can't shoot through the tree.
Posted 14 years ago2009-11-03 17:19:49 UTC Post #275138
yellow texture is separator grass from concrete (i dont know correct word for that in english)

i have replaced clip texture, func_walled it and give it {blue texture, stil same....
when i want to compile full vis, i dont have full vis, only fast...
should i add paremeters in additional game parameters, and if answer is yes, please tell me exact how
Posted 14 years ago2009-11-03 17:27:19 UTC Post #275139
A cycler_sprite, like the name suggests, is specially made for sprites. Use a cycler instead.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-11-03 23:14:24 UTC Post #275141
A cycler_sprite, like the name suggests, is specially made for sprites. Use a cycler instead.
CS 1.6 uses cycler_sprite for models.
Posted 14 years ago2009-11-03 23:35:19 UTC Post #275142
Don't listen to Atom, he's crazy.

Cycler_sprite is the entity to use for model props. That is, unless you want your props to bleed.

Use the "-full" parameter.
And you aren't using Q tools, are you? If you are, you need to stop using Q tools and start using Zoner's tools or the "Super" tools found here:
http://twhl.co.za/forums.php?thread=16333
Posted 14 years ago2009-11-04 04:23:57 UTC Post #275148
can u please SS me where exact i have to type -full. am using 2 computers. first is ZHLT, second is SHLT compiling tools
Posted 14 years ago2009-11-04 12:01:38 UTC Post #275154
First of all, can you post the compile log?
Posted 14 years ago2009-11-05 04:44:12 UTC Post #275170
i give it up with tree, i put brush instead of it...
btw here's the compile log, in case u find the solution it might be useful for someone in future:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\industrial1.map" "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.map"

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\ZHLT34~1\hlcsg.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
Entering C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
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]

35 brushes (totalling 210 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.23 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.22 seconds)

Using Wadfile: \program files\valve\valve\halflife.wad
  • Contains 44 used textures, 61.11 percent of map (3117 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_titan.wad
  • Warning: Larger than expected texture (251052 bytes): 'MASONRY.UNITMAJ'
  • Warning: Larger than expected texture (251052 bytes): 'CONCRETE.CASTAL'
  • Contains 28 used textures, 38.89 percent of map (87 textures in wad)
added 9 additional animating textures.
Texture usage is at 2.47 mb (of 4.00 mb MAX)
4.67 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlbsp.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\ZHLT34~1\hlbsp.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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...2615 (0.34 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2879 (0.31 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2805 (0.30 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2919 (0.31 seconds)
4.78 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlvis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\ZHLT34~1\hlvis.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
1232 portalleafs
3536 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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%... (4.14 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (102.80 seconds)
average leafs visible: 122
g_visdatasize:70569 compressed from 189728
107.05 seconds elapsed [1m 47s]

--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\ZHLT34~1\hlrad.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ 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~1\ZHLT34~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\ZHLT34~1\lights.rad']

5183 faces
Create Patches : 29712 base patches
0 opaque faces
289822 square feet [41734432.00 square inches]
152 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (51.38 seconds)
visibility matrix : 52.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (153.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (110.81 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.66 seconds)
Transfer Lists : 27447798 : 27.45M transfers
Indices :    13140700 :   12.53M bytes
   Data :   109791192 :  104.71M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.13 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.80 seconds)
333.48 seconds elapsed [5m 33s]

--- END hlrad ---
Posted 14 years ago2009-11-06 16:16:29 UTC Post #275212
hmm.. did you try adjusting your video setting's?

maybe it only disappears in software mode?

alot of my maps do crap like that.. when you create a brush (that doesnt seem invalid) but has many faces on it, ultimately causing the engiene to believe it is

i get that error alot grouping large sections
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