WARNING: Cluster portals saw into cluster
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Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Guessmyname on Wed Dec 15th at 8:19am 2004


I know about Leaf Portals etc but Cluster Portals? What are they and whats the this on about?


** Executing...
** Command: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvbsp.exe"
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmapsdm_combinebase.vmf"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmaterials
Loading c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmapsdm_combinebase.vmf
Brush 14302, Side 6: duplicate plane
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmapsdm_combinebase.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (183079 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmapsdm_combinebase.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvvis.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1HALF-L~2hl2mpmapsDM_COM~1.VMF

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:progra~1valvesteamsteama~1joinee~1half-l~2hl2mpmapsDM_COM~1.bsp
reading c:progra~1valvesteamsteama~1joinee~1half-l~2hl2mpmapsDM_COM~1.prt
545 portalclusters
1439 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (18)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster

Optimized: 332 visible clusters (0.00%)
Total clusters visible: 64605
Average clusters visible: 118
Building PAS...
Average clusters audible: 271
visdatasize:46644 compressed from 78480
writing c:progra~1valvesteamsteama~1joinee~1half-l~2hl2mpmapsDM_COM~1.bsp
20 seconds elapsed

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvrad.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1HALF-L~2hl2mpmapsDM_COM~1.VMF

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:progra~1valvesteamsteama~1joinee~1half-l~2hl2mpmapsDM_COM~1.bsp
2070 faces
56363 square feet [8116281.50 square inches]
0 displacements
0 square feet [0.00 square inches]
2070 patches before subdivision
9514 patches after subdivision
134 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 412196, max 232
transfer lists: 3.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(50711, 61432, 77728)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2118, 2804, 4296)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(122, 175, 324)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(8, 12, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0126 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
78 of 98 (79% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 480/8192 5760/98304 ( 5.9%)
brushsides 3460/65536 27680/524288 ( 5.3%)
planes 1688/65536 33760/1310720 ( 2.6%)
vertexes 3701/65536 44412/786432 ( 5.6%)
nodes 1245/65536 39840/2097152 ( 1.9%)
texinfos 156/12288 11232/884736 ( 1.3%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2070/65536 115920/3670016 ( 3.2%)
origfaces 1157/65536 64792/3670016 ( 1.8%)
leaves 1271/65536 71176/3670016 ( 1.9%)
leaffaces 2430/65536 4860/131072 ( 3.7%)
leafbrushes 894/65536 1788/131072 ( 1.4%)
surfedges 14182/512000 56728/2048000 ( 2.8%)
edges 8287/256000 33148/1024000 ( 3.2%)
worldlights 134/8192 11792/720896 ( 1.6%)
waterstrips 152/32768 1520/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2550/65536 5100/131072 ( 3.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 457744/0 ( 0.0%)
visdata [variable] 46644/16777216 ( 0.3%)
entdata [variable] 17895/393216 ( 4.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 21087/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 183079/4194304 ( 4.4%)
==== Total Win32 BSP file data space used: 1257799 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 1074720 bytes ====

Total triangle count: 5425
Writing c:progra~1valvesteamsteama~1joinee~1half-l~2hl2mpmapsDM_COM~1.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmapsdm_combinebase.bsp" "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.bsp"

This wasn't in the compile errors tut by the way and its doesn't seem to affect any other programs. I haven't tried running the map either





Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Joe-Bob on Wed Dec 15th at 8:51am 2004


The map will probably work, but you should probably try it out. If you see anything odd, take a screenshot and post it.

Searching for that warning gave me a site in Swedish or something. I can't read it, anyway.




Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Guessmyname on Wed Dec 15th at 4:46pm 2004


? quoting Joe-Bob
The map will probably work

It had better. I've spend about two weeks on that map.





Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Nanodeath on Wed Dec 15th at 4:57pm 2004


Even if it doesn't work it doesn't mean it's broken beyond repair



Quote
Re: WARNING: Cluster portals saw into cluster
Posted by uberDingo on Wed Dec 22nd at 4:33pm 2004


Sorry to bump an old post but hrrrmmmmm Im gettting this same error...

"WARNING: Cluster portals saw into cluster"

The map seems to run fine. Can anyone tell me what "clusters" are and what "cluster portals" are? Ill drop in my compile info as well It's a pretty big map and is really coming along nicely except for some minor bumps along the way. This is my first serious attempt at mapping since a few years ago when I fought with Quark for a bit.


** Executing...
** Command: "c:program filesvalvesteamsteamappsuberdingosourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (335379 bytes)
Error! To use model "models/Characters/hostage_04.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/Characters/hostage_04.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp
9 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filesvalvesteamsteamappsuberdingosourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrike" -fast "C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp
reading c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikemapsplatzTue1945.prt
2424 portalclusters
8185 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (34)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 327764 visible clusters (0.00%)
Total clusters visible: 4826628
Average clusters visible: 1991
Building PAS...
Average clusters audible: 2404
visdatasize:1422338 compressed from 1473792
writing c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp
38 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsuberdingosourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrike" -noextra "C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp
7980 faces
17 degenerate faces
557724 square feet [80312296.00 square inches]
0 displacements
0 square feet [0.00 square inches]
7963 patches before subdivision
zero area child patch
50275 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (69)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (106)
transfers 1903858, max 210
transfer lists: 14.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(33004, 30488, 22568)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7942, 6784, 4216)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(2738, 2166, 1156)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1118, 824, 381)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(506, 348, 142)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(249, 160, 58)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(126, 76, 24)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(68, 38, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(36, 19, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(20, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(11, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(7, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0599 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 893/8192 10716/98304 (10.9%)
brushsides 6752/65536 54016/524288 (10.3%)
planes 4900/65536 98000/1310720 ( 7.5%)
vertexes 16055/65536 192660/786432 (24.5%)
nodes 4538/65536 145216/2097152 ( 6.9%)
texinfos 1041/12288 74952/884736 ( 8.5%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 7980/65536 446880/3670016 (12.2%)
origfaces 3462/65536 193872/3670016 ( 5.3%)
leaves 4540/65536 254240/3670016 ( 6.9%)
leaffaces 9158/65536 18316/131072 (14.0%)
leafbrushes 2516/65536 5032/131072 ( 3.8%)
surfedges 53678/512000 214712/2048000 (10.5%)
edges 29602/256000 118408/1024000 (11.6%)
worldlights 5/8192 440/720896 ( 0.1%)
waterstrips 864/32768 8640/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16221/65536 32442/131072 (24.8%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2272624/0 ( 0.0%)
visdata [variable] 1422338/16777216 ( 8.5%)
entdata [variable] 4710/393216 ( 1.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 32061/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 335379/4194304 ( 8.0%)
==== Total Win32 BSP file data space used: 5936600 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 5601221 bytes ====

Total triangle count: 23880
Writing c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp
3 minutes, 3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp" "c:program filesvalvesteamsteamappsuberdingocounter-strike sourcecstrikemapsplatzTue1945.bsp"





Quote
Re: WARNING: Cluster portals saw into cluster
Posted by SaintGreg on Wed Dec 22nd at 6:15pm 2004


Its probably the same or closely related to "WARNING: leaf portal saw into leaf" in HL.

Check your geometry and try making more stuff func_detail. And always alt+p




Quote
Re: WARNING: Cluster portals saw into cluster
Posted by uberDingo on Wed Dec 22nd at 7:33pm 2004


? quoting SaintGreg
Its probably the same or closely related to "WARNING: leaf portal saw into leaf" in HL.

Check your geometry and try making more stuff func_detail. And always alt+p

Ok cool, thanks for the tip. I do use alt+p and it doesnt show anything there. Ive started making things func_detail and it does make things run smoother. I havent found what's causing this yet but Im going to go look up "WARNING: leaf portal saw into leaf" and read up on that.





Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Rof on Wed Dec 22nd at 8:52pm 2004


A cluster is a group of BSP leaves. Each leaf is in one and only one cluster. VIS works out which clusters can see which other clusters and stores that info in the map file.
(It's not done for each individual leaf, as there are too many of them).

I don't know what a cluster portal is, but I'm assuming it's the boundary between adjacent clusters.

Unfortunately, knowing this is absolutely no help in fixing your problem.




Quote
Re: WARNING: Cluster portals saw into cluster
Posted by SaintGreg on Thu Dec 23rd at 3:14am 2004


I believe it happens when you get a cluster that is concave, ie it can see out of a portal, then back into itself. Theoretically the bsp process should create only convex clusters so that is probably either a result of too complex of geometry giving bsp rounding errors or something.




Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Frissi on Fri Dec 9th at 3:34am 2005


im also getting this error..

can this error crash map when loading ?




http:www.frissi.com



Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Crono on Fri Dec 9th at 4:20am 2005


? quoting HL2 World
WARNING: Cluster portals saw into cluster

This error is most of the time not fatal.

It can appear in some tricky brush set ups.


? quoting Half-Life2.net
WARNING: Cluster portals saw into cluster basically means that VIS is freaking out over your leaves. Turning some angled geometry in my map into func_brushes made the message go away. Run GLview and if you see a lot of white lines really close together or at a bunch of angles, you've found your problem.


? quoting Interlopers
(I think) VBSP has made a concave leaf(or in other ways invalid) that can see into itself. The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview to find it. I've also heard about this being caused by overlapping brushes or brushes that are off-grid. Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.


Isn't google wonderful?



Blame it on Microsoft, God does.



Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Paladin[NL] on Fri Dec 9th at 8:21am 2005


Idd, found the same link on google <img src=" SRC="images/smiles/icon_smile.gif">




Quote
Re: WARNING: Cluster portals saw into cluster
Posted by Carcase on Wed Dec 21st at 1:39am 2005


I had this problem many many times. usually from complicated geometry. VIS doesn't like it when I make hallways out of multiple hexagons for bumpy wall action. So, I surrounded my hallways in a rectangular shell that fit overtop, then I changed the halls to func_detail. This has solved the problem every time I've ever had this. Only thing is finding out WHAT is the complex structure.

Hope this helps





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Re: WARNING: Cluster portals saw into cluster
Posted by Campaignjunkie on Wed Dec 21st at 5:35pm 2005


VIS is a program, it doesn't like or dislike anything!

I think it's more important to actually understand the VIS process and how leaves/portals work. Here is a nice, well-written explanation of the whole process. It was originally for Half-Life 1, but honestly not much has changed.

(Be careful about this website though... This article is completely wrong: in Half-Life 1, func_wall brushes remain world polys)





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