Need help comiling my map. Sorry for make a plea to beg, Created 2 years ago2022-05-24 14:27:50 UTC by Noxx Noxx

Created 2 years ago2022-05-24 14:27:50 UTC by Noxx Noxx

Posted 2 years ago2022-05-24 14:27:50 UTC Post #346543
Also sorry for the English In the title, I am very tired and didn't proofread

Around 2015-2016 I started a map (you guys even helped me :D). I hit a wall that I could figure out. So I gave up. Recently felt I had some interest in finishing it,I can ask for your help?

Here's my latest error log

Here's the log

The wired thing is no matter what I get the

*CreateBrush:
"- *`Warning: Illegal Brush (edge without opposite face): Entity 1724, Brush 0
arning: Illegal Brush (edge without opposite face): Entity 1997, Brush 2`*"

Every time it's a different entity and brush, and every time I compile, it's a new ent and brush even when I delete them, and sometimes they just don't exist anywhere. I also have tons of issues with Leaks, Not a huge problem but I can't get rid of them no matter what. And this line "MAX_MAP_CLIPNODES". I don't entirely understand. Do I just need to create a bunch of CLIP brushes on complex brushes?

Also I'm a bit rusty, but I can't change or replace anywhere else and can't delete it.
Are they just XYZ coordinates and nothing to worry about?
User posted image
Thanks again
Posted 2 years ago2022-05-24 16:25:11 UTC Post #346544
Sounds like there is for some reason a lot of invalid geometry in your map. This, in turn, can cause leaks and, if I'm not mistaken, max clipnodes errors. Fixing the first problem could fix the rest
The three lines you're seeing are just the origin of you map. Hammer displays them on any map.
What do you see when you enter Alt P ? What does your map look like in 2D views?
Posted 2 years ago2022-05-24 17:28:35 UTC Post #346545
The strange thing is I've gotten it to compile and play fine in the past with the same geometry. I was just doing small tweaks like fixing textures and removing broken npcs. I might have added a little geometry but nothing game breaking complex. When I hit Alt-P it tells me I have no errors. Should I try the CLIP brushes over spaces people don't/ more complex geometry or are you telling me I have to scrap and redo my map?

Quick clarification I need. Am I just looking for the end of the leak lines/ones the actually enter the map? Or all they all bad? and those three "CreateBrush:Warning: Illegal Brush" I should just ignore those?

Thanks for the quick feedback
Posted 2 years ago2022-05-24 18:02:59 UTC Post #346546
So I took care of the leaks, (got it to compile?) booted the game up and it crashed while loading. I did get "CreateBrush:Warning: Illegal Brush" but Ignored it.

Still getting max_clipping, trying some clipping brushes
Posted 2 years ago2022-05-24 18:56:20 UTC Post #346547
You have a leak, you gotta fix that first. Read a little bit about leaks in these couple of guides:

https://twhl.info/wiki/page/Tutorial%3A_How_to_fix_those_leaks
https://twhl.info/wiki/page/Tutorial%3A_Pointfiles

In short, follow the line from the reddest point to the bluest one, until you encounter either one of these 2:
1) the line is going through a gap into empty space outside the map (seal the gap)
2) the line is going through a brush itself:
  • the brush is either invalid (fix it)
  • or it's part of a brush entity (turn it into world, or put brushes behind it)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2022-05-24 20:47:27 UTC Post #346548
The leaks are gone, it just won't compile because of what appears to be the "MAX_MAP_CLIPNODES" but I need help to fix it.
Posted 2 years ago2022-05-24 21:32:11 UTC Post #346549
Great news everyone! I got it to compile a play it. It's still buggy, texturelights need fixing, There is a small gaping howls around on one of the set pieces. The deleting the of old illegal geometry, I but I was very bummed any annoyed I had to remake 2 things., Ultimately I think the use of CLIP texture brushes on complex brushes is what made the "MAX_MAP_CLIPNODES" go away.

Thank you so much for all you support. I love TWHL and would be lost without it .
Posted 2 years ago2022-05-25 07:46:06 UTC Post #346550
Sounds like you might have small detail brushes cutting holes in your geometry. Tie individual details / groups of details to func_detail or func_wall to prevent them from cutting into geometry (and probably causing invalid brushes!)
Archie ArchieGoodbye Moonmen
Posted 2 years ago2022-05-25 09:11:27 UTC Post #346551
Yeah, I'll be the first to admit I'm definitely more aesthetically inclined, instead of technical. My maps are probably held together with tape and gum. I'm going to need one of my friends to help me optimize my monstrosities if/when I finish.

But going forward I'll definitely heed your advice.
Posted 2 years ago2022-05-26 22:27:25 UTC Post #346554
HI again,

I've tried multiple searches, and a few thing myself but I can't seem to solve this two issues plaguing my map.
User posted image
Part of the skybox is black as well as moves as you move around, plus the mesas are invisible (noted by the lone yucca plant).
User posted image
This hole, there should be a item_generic model there. I've even deleted the model and compiled a version without it, and the hole was still there.

I'm at a loss. Any thoughts
Posted 2 years ago2022-05-27 15:04:40 UTC Post #346556
How do both of those spots look in the editor? Can you post some screenshots of that?
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2022-05-27 18:14:57 UTC Post #346557
Something like that usually happens when you didn't map on the grid and or also when you carved objects numerous times making them thus very complex in shape or size. Same applies for mini brushes that exist out due carving brushes.

What you could try is to use the special textures on said brush.

http://zhlt.info/special-textures.html

I doubt it will work though. Best you recreate said areas. Also check whether there are overlapping brushes. That could also cause these errors.
Sometimes you may have accidentally created a func_door or any other entity on the brush which then results in the things shown in your screenshots. If there are indeed some entities used make sure to add a 2nd wall behind these entities in order to avoid looking into the void. Func Entities should never have an actual connection that extends outside the actual map aka to the sky and void.

At least on the 2nd screenshot I'm almost certain that you created the wall as a block and then carved the ceiling wall down these 45 degrees. Don't ever do it like that. Place another wall onto of the current one. Extend it all the way down to where you need it so that it sits on the same coordinates as the bugged wall and then use vertex manipulation and combine it with the other vertices linking them together as 1. Once accomplished retexture the wall based upon the malfunctioning 1 and then hide the new wall. Afterwards delete the malfunctioning 1 and make your new wall visible again and test if that fixed it.

Remember: Never carve a square into several segments unless it's a clean cut going in 90 degree angles. Work with numerous brushes or triangle brushes instead.
Posted 2 years ago2022-05-27 22:19:52 UTC Post #346558
How do both of those spots look in the editor? Can you post some screenshots of that?
User posted image
Yeah I scaled them down a bit but I think you get the idea. The sky and mesas were never a problem on earlier builds, they worked fine, I don't know if that helps.
User posted image
I know item_generic can occasionally not appear if they are clipping into a brush but that's not what's happening here
Something like that usually happens when you didn't map on the grid and or also when you carved objects numerous times making them thus very
complex in shape or size. Same applies for mini brushes that exist out due carving brushes.
What you could try is to use the special textures on said brush.
http://zhlt.info/special-textures.html
quoted textI doubt it will work though. Best you recreate said areas. Also check whether there are overlapping brushes. That could also cause these > errors. sometimes you may have accidentally created a func_door or any other entity on the brush which then results in the things shown in
your screenshots. If there are indeed some entities used make sure to add a 2nd wall behind these entities in order to avoid looking into the void. > Func Entities should never have an actual connection that extends outside the actual map aka to the sky and void.At least on the 2nd screenshot I'm > > almost certain that you created the wall as a block and then carved the ceiling wall down these 45 degrees. Don't ever do it like that. Place another > wall onto of the current one. Extend it all the way down to where you need it so that it sits on the same coordinates as the bugged wall and then use > vertex manipulation and combine it with the other vertices linking them together as 1. Once accomplished retexture the wall based upon the > malfunctioning 1 and then hide the new wall. Afterwards delete the malfunctioning 1 and make your new wall visible again and test if that fixed it. > Remember: Never carve a square into several segments unless it's a clean cut going in 90 degree angles. Work with numerous brushes or triangle > brushes instead.
I didn't carve in that particular pic. I have several item_generics in similar positions and they work fine. But I'm afraid that I may have to remake a lot of areas. It's just weird because the rest of the map works no problem, if there's away around gutting and recreating parts of my map someone could think of please let me know.
Posted 2 years ago2022-05-29 11:32:01 UTC Post #346559
I'm curious as to why you're using item_generic as opposed to some other entity like a cycler_sprite? In fact... I'm not even familiar with item_generic.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2022-05-29 11:48:58 UTC Post #346560
item_generic is Sven Co-op's entity for prop models.
Posted 2 years ago2022-05-29 12:33:43 UTC Post #346561
Are disappearing things entities like func_wall? Chances are, you're hitting the 256 visible entity limit, though... this shouldn't really be true any more cuz' I've seen one of Trempler's maps having over 2000 visible ents lol

But anyway, make sure to turn on developer 2 and check the console for anything like "Max entities in visible packet list". If you're hitting that, it means it's time to start reducing the entities in your map.

Also please post more high-res screenshots, with the affected brushes centered in the 2D views.

Edit: I've just read, yeah, the disappearing ents are item_generic. You're most likely running into that limit, or their origin is potentially inside a brush. Double-check the latter.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2022-05-29 20:20:26 UTC Post #346563
Are disappearing things entities like func_wall? Chances are, you're hitting the 256 visible entity limit, though... this shouldn't really be true any more cuz' I've seen one of Trempler's maps having over 2000 visible ents lol
But anyway, make sure to turn on developer 2 and check the console for anything like "Max entities in visible packet list". If you're hitting that, it means it's time to start reducing the entities in your map.
Also please post more high-res screenshots, with the affected brushes centered in the 2D views.
Edit: I've just read, yeah, the disappearing ents are item_generic. You're most likely running into that limit, or their origin is potentially inside a brush. Double-check the latter. Admer456 Admer456If it ain't broken, don't
Will do. I have to admit some of my brush making has been a little sloppy, but it's never been a problem. My map is fairly detailed (for glodsrc) I hope it's not the cause.
Posted 2 years ago2022-05-30 16:36:04 UTC Post #346571
Here the detail of the place where the hole is occurring.
User posted image
Sorry for the huge pic, I guess [timg] doesn't work here.

Edit: I fixed the skybox so I don't need help with that going forward, hopefully.

EDIT #2: Well I feel like a complete idiot on top of an utter moron. There was an aaatrigger brush there that was rendering a hole into nothingness and I just didn't see it because I had trigger faces turned off

uuggghhh, sorry everyone :death:
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