Illegal Brush Created 13 years ago2011-04-11 11:44:44 UTC by monster_urby monster_urby

Created 13 years ago2011-04-11 11:44:44 UTC by monster_urby monster_urby

Posted 13 years ago2011-04-11 11:44:44 UTC Post #293399
I love GoldSource but it is really beginning to test my patience. I have a single wayward brush that is preventing RAD from running properly and making the map fullbright.

So, I'm compiling a map for the 100th time for The Core, and I notice an error appear in the compile window. I'm at the office right now so I don't have it to hand but it is along the lines "Solid missing opposite face"

It appeared on 2 brushes which have been part of the map for a long time. One of the errors was on a brush based entity (Brush #9 Entity #327) which turned out to be a desk chair prefab. I removed the prefab and the error vanished. Woohoo.

The second brush (#501) that was causing an issue was a wall. I removed it and replaced it and the same error appeared. I removed it completely and filled the gap by stretching an existing brush over it. This time the same error appeared for Brush 501 but moved to a completely different brush in the same area.

(This is using SHLT within The Compilator. Compiling in Hammer does not throw out an error message but causes the same issue with lighting. I know it is not a RAD error because the settings have not been altered since I compiled my Compo 30 entry...)
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-04-11 13:45:53 UTC Post #293406
Then it's not the brush, it's the area. Either your map sucks incredibly in that part, or you're trying to do something too clever for this engine.
Posted 13 years ago2011-04-11 13:59:56 UTC Post #293407
Well, luckily this is a section that I plan on completely remaking because it is ugly as sin and far too basic. Just going to be pretty pissed if I do all that and I get the same errors. :death:
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-04-11 14:19:13 UTC Post #293409
Are you using HLFix?

Keep in mind that HLfix numbers brushes and brush entites differently. For example, let's say HLFix reports a problem brush numbered 50, and you go look for that brush number in Hammer, Hammer WILL NOT take you to brush number 50, but to a totally different brush instead that is not having any issues at all.
In other words, Hammer takes you to the wrong brush, just because HLFix numbers brushes differently, a different order, really.

That's one other thing that sucks about HLfix. I wish the shlt developers would take over the HLFix source code, fix it, optimize, even rewrite it completely and add it to hlcsg.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-04-11 15:06:11 UTC Post #293413
Urby here is an excerpt from my from my olde error log concerning this error:

--"Warning: Illegal Brush (edge without opposite face): Entity 38, Brush 28" ERROR:

Searched for an answer to this and could find nothing. One of the few errors I've ever encountered that was not listed on Tommy14's page. (I feel so special!)

It's caused by badly-manipulated brushwork. I encountered these through gross overuse of the scale utility (alt-e), by scaling/rescaling objects to extremely small sizes and rediculous angles.

Other possible causes:
-rotaing complex objects using Ctrl+M
-Using "paste special" on complex objects

Fix:
-Func_wall brushwork of crazy objects(I found making the offenders func_walls eliminated some of the error messages but not all, so rebuilding the brush is probably the best answer.)

-Also try: copy the entire map and paste it into a fresh rmf, and try recompiling.
***


NOTE: Unlike Tommy14, much of my error diary are speculation and semi-coherent observations of my experience with errors, but maybe, something in here will apply to what you're doing, and help you find/fix the error.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-04-11 15:15:39 UTC Post #293414
told you it was HLfix's fault somehow, Urbles ;)
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-04-11 15:23:06 UTC Post #293415
Same happened to me, except mine didn't compile at all due to some HLfix error. I disabled HLfix and it compiled well.
Skals SkalsLevel Designer
Posted 13 years ago2011-04-11 15:29:33 UTC Post #293416
I cannot compile at all without HLFix enabled in the Compilator. It just makes that awful windows "dunk" sound and the compile window vanishes. :(
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-04-11 16:14:40 UTC Post #293417
I cannot compile at all without HLFix enabled in the Compilator. It just makes that awful windows "dunk" sound and the compile window vanishes. unhappy - :(
After that's happened, check the log for errors.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2011-04-11 17:28:16 UTC Post #293422
I cannot compile at all without HLFix enabled in the Compilator. It just makes that awful windows "dunk" sound and the compile window vanishes. unhappy - :(
Standby for new version.
I just compiled a map without HLFix and the log showed up after the compilation process.
Hopefully it's now fixed.

Edit:
[b]Skals, Hunteh, Urby and Captain Terror:
Check your pm's.
[/b]

I want to apologize to Urby for any inconvenience this may have caused. :(
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-04-11 17:49:44 UTC Post #293425
@ Atom

About skals problem, the Batch Compiler also didnt want to compile, same error, so it isnt your app :)

Its the HLFix.

It works well on both with out HLFix, ive tried (compiler v2).
Stojke StojkeUnreal
Posted 13 years ago2011-04-11 17:52:48 UTC Post #293426
Yeah, but Urby had issues viewing the log file.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-04-11 19:06:58 UTC Post #293432
Why thank you kind kitteh :>
Skals SkalsLevel Designer
Posted 13 years ago2011-04-11 19:31:21 UTC Post #293437
Oh that, had that too, gonna test it to see if it will happen with the new build.
Stojke StojkeUnreal
Posted 13 years ago2011-04-12 07:04:29 UTC Post #293449
Thanks for the updated Compilator Muzz. It was a HLFix issue so harm done. :)

Played around with some settings last night and got the RAD working properly again. Just got some odd lighting anomalies to sort out now but I'm certain they are just down to GoldSource being temperamental.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-04-12 07:18:48 UTC Post #293450
Urby try VHLT, ive heard its better with rad:

https://sites.google.com/site/gshltools/compiler-tools

zhlt-vulzacn23 file
Stojke StojkeUnreal
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