Presentation and urgent help Created 4 months ago2021-03-22 03:20:55 UTC by Alexis08 Alexis08

Created 4 months ago2021-03-22 03:20:55 UTC by Alexis08 Alexis08

Posted 4 months ago2021-03-22 03:20:55 UTC Post #345465
I introduce myself, I'm a new user, Alexis08. I signed up for the website a while ago but never posted anything. I started making maps for CS 1.6 in 2018.
It was a disaster!!!, I thought I could learn without watching the tutorials. Nothing was working, leaks everywhere, 7 fps if a miracle happened.

After the Goldsource engine gave me a well deserved batting, I decided to learn. Start with the right foot. I enter all the pages (banana, here twhl, russian pages, Tommy of Escondido's, videos on Youtube, etc...) and started reading all the tutorials. Learn step by step...
I improve, it took me a year and a half, but it worked. (I'm still learning and also I'm falling in love with Goldsource, lol).

But here is the thing: I decided to make a competitive map of CS1.6 (after meeting some professional players from my country, Argentina). It's a large, complex project. I've been working on that map for a year (maybe more). And it is almost finished. Audio, animated textures, custom textures, lighting, effects, even optimization. But when compiling an "error" appear.

Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-218,-373,446)-(-218,-370,589) in hull 1 of model 246 (entity: classname "func_illusionary", origin "", targetname "")

After this, the compiler finish successfully. No leaks, no nothing.
I try to play the map, and then it doesn't load. Nothing, no warning.
I work for months on this. I managed to get the map working, but I delete a bunch of "func_details". Compiled again without that particular brush and nothing... Again the problem appear.

I'm starting to panic. I don't speak english, only spanish, maybe it's me who didn't read something well. But I decided to comment here. Seek more professional help that could help me.
I have no idea what's going on.

Here is the text file from the compiler (ZHLT) - a little-:

Wad files required to run the map: (None)
Texture usage is at 12.85 mb (of 32.00 mb MAX)
85.99 seconds elapsed [1m 25s]

----- END hlcsg -----
----- BEGIN hlbsp -----

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7494 (2.26 seconds)
BSP generation successful, writing portal file 'C:\Users\MegaTecnologia\Desktop\Alexis Bellon\Programas\Juegos\CS1.6\Proyectos\de_museum_save8b\Coplaco8b\de_museum8.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7394 (2.78 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (648,-96,80)-(649,-95,240) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...3000...3500...4000...4500...5000...5500...6000...6109 (2.39 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7791 (2.88 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-218,-373,446)-(-218,-370,589) in hull 1 of model 246 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-234,-389,450)-(-234,-386,593) in hull 2 of model 246 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-218,-373,464)-(-218,-370,607) in hull 3 of model 246 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-1004,-117,-192)-(-1003,-116,-179) in hull 0 of model 248 (entity: classname "func_illusionary", origin "", targetname "")
Reduced 29464 clipnodes to 26758
Reduced 5864 texinfos to 5599
Reduced 220 texdatas to 219 (13473184 bytes to 13472028)
Reduced 30018 planes to 10415
Increased 26758 clipnodes to 27320.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 353/512 22592/32768 (68.9%)
planes 10415/32768 208300/655360 (31.8%)
vertexes 26409/65535 316908/786420 (40.3%)
nodes 10066/32767 241584/786408 (30.7%)
texinfos 5599/32767 223960/1310680 (17.1%)
faces 16715/65535 334300/1310700 (25.5%)
  • worldfaces 13661/32768 0/0 (41.7%)
clipnodes 27320/32767 218560/262136 (83.4%)
leaves 7175/32760 200900/917280 (21.9%)
  • worldleaves 4500/8192 0/0 (54.9%)
marksurfaces 25449/65535 50898/131070 (38.8%)
surfedges 77088/512000 308352/2048000 (15.1%)
edges 44337/256000 177348/1024000 (17.3%)
texdata [variable] 13472028/33554432 (40.1%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 82484/2097152 ( 3.9%)
  • AllocBlock 64/64 0/0 (100.0%)
219 textures referenced

Total BSP file data space used: 15858214 bytes

Wad files required to run the map: (None)
20.35 seconds elapsed

/ It's too late here in my country, but I wanted to get this over with. If anyone can help me I would be very grateful.
And if I made a mistake when posting it, I apologize. I also apologize for my terrible english /
Posted 4 months ago2021-03-22 07:00:40 UTC Post #345466
which compilers are you using? ZHLT is very old, try using VHLT 3.4 (vluzacn's tools)
Posted 4 months ago2021-03-22 21:58:25 UTC Post #345469
I'm using Vluzacn's ZHLT v34 x64 (2015/8/17). But I doubt this is the problem. I will test one more time if it is the compiler.
Posted 4 months ago2021-03-22 23:33:58 UTC Post #345470
As far as I know, this problem has to do with numerical precision issues - I think it's caused by different planes that are so similar to each other that some part of the code incorrectly sees them as belonging to the same bsp leaf node. Or something like that. The VHLT tools apparently contain some improvements in that area, but you're already using those, so yeah.

Do you sometimes use the carve tool? Or do you rotate brushes freely? Does the map contain any off-grid vertices, or intersecting brushes whose intersection points are off the grid? Also, the log contains some coordinates (bounding boxes), are there sloped or slanted surfaces nearby?

If you still can't fix the problem, I could have a look if you're willing to send me the rmf/jmf.
Posted 4 months ago2021-03-23 01:05:08 UTC Post #345471
Alexis wrote Zhlt
Posted 4 months ago2021-03-23 03:53:06 UTC Post #345472
Captain P I stick to the grid all the time, especially in polygons that face the void or with others polygons. But I made exceptions in complex figures, as for the carve tool, I only used it for rotated figures where cutting became difficult (Only those times, I know very well how unstable that tool is).
"Or do you rotate brushes freely?", what?! Is that also a problem? My god, yes, I freely rotate some polygons, but only when I can afford that luxury.
"Also, the log contains some coordinates (bounding boxes), are there sloped or slanted surfaces nearby?" Yes, I didn't understand the coordinates because there is nothing there. Just some sloping surfaces. Now everything makes sense.

Look, I'll send you the rmf / jmf, but I think I understand what's going on. I'll be working and modifying the architecture. When you see the project you will see the "sloping surfaces".

Screenshoot 1:,
Screenshoot 2:,
Screenshoot 3:,
Screenshoot 4:,
Screenshoot 5:

(Screen 1, 2, and 4 show the problem... probably. Maybe tomorrow I can share the files)
Posted 4 months ago2021-03-23 10:08:58 UTC Post #345473
The things I mentioned aren't necessarily bad, but they do increase the risk of encountering problems like this, so personally I just don't use the carve tool, and I only rotate by 90 degrees. For slopes I mostly use the shearing tool and I stick to 'safe' slopes like 1:2, 1:3, 1:4, etc. For more complex shapes I use vertex manipulation, often giving brushes triangular faces, and I turn them into entities. For more intricate details it's better to use models.

Carving and rotating can produce tiny cracks between brushes, such as in the (exaggerated) picture below. With off-grid vertices, you might not even see a crack, but brushes can still be misaligned. The BSP process divides the inside of a level into convex areas (leaf nodes), using surfaces as dividing planes. Depending on how the process goes, that tiny crack could become a small convex area of its own, or it could produce a very thin but long area that extends towards the left, splitting other surfaces along the way. Maybe the cause of your problem is an almost infinitely thin crack like this:
User posted image
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