Ambiguous leafnode content ( EMPTY and SOLID ) Error Created 1 year ago2022-06-08 14:35:44 UTC by Foxo Foxo

Created 1 year ago2022-06-08 14:35:44 UTC by Foxo Foxo

Posted 1 year ago2022-06-08 14:35:44 UTC Post #346604
Hello! Usually when I get this error it doesn't affect my map but recently the compile time started to drastically change from about 30 minutes to several hours. I tried looking for answers online but only found vague answers related to vertex manipulation. When checking for errors on my map, it doesn't show anything. Does anyone know more information about this and how to solve this problem?
Posted 1 year ago2022-06-08 17:32:29 UTC Post #346605
"Ambiguous leafnode content" is merely a warning. It's basically the compiler saying "Hmm, I can't figure out if whatever's in front of this surface is solid or air, this mapper really made some funky geometry". It'll help greatly if you post some screenshots of the map.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2022-06-08 17:53:12 UTC Post #346606
Hopefully these screenshots will help, if you need more just let me know and I'll send some more. Also please mind the messy area at the stairs in the second pic, it's outside the player's view.

Map Images
Posted 1 year ago2022-06-08 18:15:07 UTC Post #346607
I am seeing some pretty rocky shapes around here:
User posted image
You might wanna convert those to func_detail. I am guessing VIS is the phase that takes the most time? In which case, yeah, you should definitely use func_detail.

Whenever you have a non-entity brush, you should be aware that it essentially subdivides the space around it. So if you have an 8-sided cylinder in a room, it'll subdivide that room's space into 8 separate "rooms", which makes sense to the compilers, even though the player (and the mapper) perceives it as a single room. This causes the compilation to take a looot longer than really necessary.

I'll provide some illustrations soon.

Edit:
Here's one map with func_detail and func_wall:
User posted image
And here it is without them:
User posted image
Another example:
User posted image
User posted image
The map compiles pretty fast on my i5-8400, maybe all within 5 minutes.

Anything that shouldn't contribute to visibility calculations (i.e. details) should be func_detail or func_wall, depending on certain things. But generally it's func_detail.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2022-06-08 18:27:01 UTC Post #346608
I understand what you're talking about. Also the phase that takes the most time is the LeafThread phase rather than the VIS phase.

Edit: Thanks for your help, I'll keep that tip in mind. I'll see if my map loads quicker now.
Posted 1 year ago2022-06-08 19:22:16 UTC Post #346609
I mean yeah, LeafThread is part of VIS, so that's VIS. LeafThread specifically tries to "connect" the boundaries of each VIS room to another, basically determining visibility.
Admer456 Admer456If it ain't broken, don't fox it!
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