Anyone familiar with this bug? And how t Created 11 years ago2012-11-24 11:48:05 UTC by WeightlessFalls WeightlessFalls

Created 11 years ago2012-11-24 11:48:05 UTC by WeightlessFalls WeightlessFalls

Posted 11 years ago2012-11-24 11:52:32 UTC Post #311115
Ok, here is the problem of my CS1.6 map: http://gamebanana.com/cs/threads/185825

As u can see, the sprites are changing there color and render mode from different angles for no aparent reason, and I don't have a clue why. I have tried different compilers first ZHLT then VHLT but that problem never seems to go away, and it is really bothering me, while Im helpless to sove it.
Also, when I swich from OpenGl to D3D mode in CS, the sprites are functioning normally, thay dont change color nor do they change render mode, so it seems to be a rendering problem, specific to OpenGl.

Btw. Everyone who has tested the map had this bug, so it isn't my computer nor is it my CS that are the problem.

So if anyone has any suggestions, Im open for anything.

O and 1 more thing, there is an error message when I compile my map with VHLT, but idk if it is relevant to this bug, but here it is: Ambiguous leafnode content (cords)

Thx for reading, and please leave ur suggestions/thoughts.
Posted 11 years ago2012-11-24 12:08:41 UTC Post #311117
Try chaning the color of the orange light that you have been using and see what will happend.
Posted 11 years ago2012-11-24 12:11:55 UTC Post #311118
That doesn't seem to be the prob. either, because in the map there are blue and orange sprites and they both have this bug... but thx for the sug.
Posted 11 years ago2012-11-25 09:01:15 UTC Post #311146
Look at the coordinates in the error message and see if theres anything bad there - brush, entity, whatever.
Posted 11 years ago2012-11-25 09:50:17 UTC Post #311147
Compilation tools, render mode of sprite, light properties.
Name everything thats going on on that spot.

Also, light environment properties if present.
Stojke StojkeUnreal
Posted 11 years ago2012-11-25 17:34:00 UTC Post #311151
I use VHLT v 2.9 (the newest), but as I said b4, the prob. isn't in them because I had that prob. with ZHLT also.

Then, Light env. is also excluded as the bug was happening way b4 I added it.

The sprites are set to Glow while some are Aditive, but both have the same problem

The Ambiguous Leafnode Content as I saw vluzacn (the creator of VHLT) explain it this way:

This is actually the warning that is called "mixed face contents" in previous versions.
It is often caused by two planes or two vertexes that almost coincode with each other but leave small gaps (less than 0.1 unit). Open the .map file, not the .rmf file, then go to that coordinates, zoom in and see if there are tiny gaps between lines, like in the picture. If there are, remake the brushes in your .rmf file.
If you still can't fix it, try to convert the brushes to func_details, which will eliminate the "ambiguous leafnode content" warning and minimize its consequence (but it won't fix the gap). If what has the "Ambiguous leafnode content" problem is an entity (such as a func_wall), you can also manually add keyvalue "zhlt_detaillevel" "1" and "zhlt_clipnodedetaillevel" "1" to the entity, so that it takes the advantage of detail brushes.

Idk if its consequence is that sprite bug. I don't think it is the case here, I think its consequence is the cracks u see when playing, but I said I had it just so If I'm wrong. Ill try dealing with that err asap.
What Im thinking is that maybe, just maybe the light_spot entities are guilty here. U see, every light in my map is light_spot and in the place it is in there is a glow sprite also, so maybe they don't go well together or something... But the thing that is bugging me here is I did the lights the same way in my previous map de_dreamer (u can find it here in the Vault) and I didn't have this kind of problem with it...
O and 1 more thing: I experienced a new bug while testing my map (this wasn't happening when I compiled with ZHLT but when I switched to VHLT). It is in a curved hallway I made (quite awesome feat of mine). The prob is there seems to be an invisible wall blocking me from walking through it, so I thought it might be I put clip texture there by mistake but that wasn't the case, there was nothing there... It might be that it is due to the complexity of that hallway or maybe the Ambiguous Leafnode Content err. (but I fixed that err there with func_detail as vluzacn said)

Im running out of options here. If u want to see the map go here http://gamebanana.com/game/maps/170015 and see for yourselves.

Thx, and sorry for the long post....
Posted 11 years ago2012-11-25 19:38:32 UTC Post #311152
First things first, when mapping always keep track of what you do, dont map than think of coming back and fixing.
Second, the tunnel bug may have occurred if you used Bevel. But other than that i cant guess, since it never happened to me.
As well as for the color changing sprite.

When an error happens and you dont know how to fix it, always examine the things around it and think of what could be logically connected to it.

Try moving the sprite around, puting a few more near it to see if the same thing occurs.

We cant help you much with out a sample of that place (RMF / MAP).
You must give as accurate description of what you did for us to most efficiently analyze the problem.

Also never, ever, say sorry for long post, were not 12. :)
I will try out your map, looks interesting.

--

Also, check out the Xash3D thread here on the forum if youre interesting into something new.
Stojke StojkeUnreal
Posted 11 years ago2012-11-25 20:48:34 UTC Post #311154
That new engine the russians did? I know about it, I like that the engines limits are now wider, but if I map for it, people will have to have it to be able to play the map I make. I think that it is better for mods, and I dont think Ill be making one any time soon for various reasons...

About me saying sorry, well, I know that most of the comunity on GB dislikes long posts it in a way, because they dont care what others have to say instead they just w8 for there turn to say something (mostly nothing creative or helpfull, with an exception of a few). It's worse the youtube!

Now, about dystopia.

Well I first had a dream, and built de_dreamer by it, and a few months ago, I saw that dreamer was a sucsess, but the map is reletevaly small (excuse me if I spell some words wrong) and I wanted to make something bigger, and more complex then dreamer, something that would blow away everyone that played it, and wanted it to be my last map, and I mean it, I want to stop mapping because of a lot stuff that is currently happening in my life, from my job, my family, and all the way to love.

So I had an idea, of a dystopain city with a meaning in it (as I said in the maps descripiton, how it became that way), and started drawing the concept of it. When I finished it, I started working my ass on building those structures I had in my head (changing everything over and over again untill I saw it fit), and it started taking shape nicely(Also, just to mention this, I didnt have a Graphic Card untill a month ago, so I had to play in D3D mode and I had really bad fps. And 1 more thing, I didn't compile the map fully, I did the fast compiles and Shash7 did the longer ones instead of me, because my PC was overheating).

When the beta was finished, I sent it to a few folks who I know, and asked them for there thoughts about it and got possitive reviews, and they told me about the bugs it had (those pesky sprites). But the thing was I wasn't sattisfied with a lot of things in the map back then. So I threw a lot of stuff out and rebuilt it into what it is now(also after the beta I changed from ZHLT to VHLT with hopes of it making my map better, and its new functions like func_detail etc... and just then I realised that I had that Ambiguous leafnode content err, and it was everywhere, so I did my best but havent cleaned them all up). But with me being pressed with time about the competition I didn't have the time to fix a few things that u might see (some sprites being lower then the lights - my fault - and shash7 while editing my map, changed the windows to block light and forgot to make them glow like in de_dreamer but didn't see that they were connceted to the lights inside of some buldings like the tunnel, so ull see that the tunnel is dark and the lights not working), and released it unfinished. Now I want to come back to it and do it properly, but Im stuck with that tunnel and the sprites being buggy, and everyone I asked about it doesn't have a clue about how to fix it... It seems Im the onlyone who ever had this kind of problem, lucky me... O and I didn't use bevel at all, I think it might be that the tunnel is too complex for the compiler :S

Ill follow ur advice and try out a few things with those pesky sprites, and tell u if I got rid of that problem.

Thx for ur time :)
Posted 11 years ago2012-11-25 20:57:39 UTC Post #311155
Also, Stojke, Im from Srb too :P

Kikinda to be exact
Posted 11 years ago2012-11-26 14:26:39 UTC Post #311173
Interesting. Well, if you need any help with the map, besides the sprite problem, which still needs to be analyzed, add me on skype. You have it on my profile.

I can help you with most of the things not working well in the map.
Also, stairs are kinda strange :)

Keep us informed of the progress, and cool, nice to see more Serbs here :D
Add me on skype, we can chat about mapping.
Stojke StojkeUnreal
Posted 11 years ago2012-11-26 19:23:07 UTC Post #311188
Well, the idea I had for dystopia was to be strange, that's why the stairs are weird, and the structures are a bit freaky :P

Alas, I will try to mess around with the sprites to see if I can fix it, and Ill post a solution here for anyone (if anyone had or has this bug too) to read.

Ill contact u through a chat system called tlk.io (it is great actually) because I don't have skype... nor facebook.

Thx for the time :)
Posted 11 years ago2012-11-29 11:29:17 UTC Post #311227
SOLVED!!!! I was messing around today and finally found the cause.

This is the problems cause: This sprite bug happens when there is an entity (brush based) near by, whose Render Mode is set to Pure Color.

Solution: The solution is to put the entity to ether Glow (sprites only, this will cause the console to go mad in game unfortunately, but it works) or to Texture Some light (but ull have to make the texture on that brush into the color u want it to be) or Aditive (but it will be transparent :S).

So if anyone had/has/will have this problem, this is the solution.

:)
Posted 11 years ago2012-11-29 20:19:13 UTC Post #311230
Awesome, i will add it to sprite definition. Cool job :D

Edit:

There we go! Dis be where you click mon
Stojke StojkeUnreal
Posted 11 years ago2012-11-29 22:01:19 UTC Post #311232
Good :)

O, and edit what u said. The symptoms are also Render FX jumping to 255 (max) and the sprites render mode swiching to aditive.

Anyway, good of u to add that in the def.

Hope it helps people with the same prob. :P
Posted 11 years ago2012-11-29 22:24:34 UTC Post #311233
They can pick up the rest of the info from here :)
So no worry. Its important that they identified the problem and can find a solution and full discussion here and a short info there.
Stojke StojkeUnreal
Posted 11 years ago2012-11-29 23:18:45 UTC Post #311236
Good point xP
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