Re: WARNING: Cluster portals saw into cluster
                        Posted by Guessmyname on 
    Wed Dec 15th 2004 at 8:19am
                     
                    
                 
                
            
            
                
    
            342 posts
        173 snarkmarks
        Registered: 
    Dec 6th 2004
                     
                
                        I know about Leaf Portals etc but Cluster Portals? What are they and whats the this on about?
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vbsp.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\half-life 2 deathmatch\hl2mp\maps\dm_combinebase.vmf"
Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\joinee_rj\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files\valve\steam\steamapps\joinee_rj\half-life 2 deathmatch\hl2mp\maps\dm_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 files\valve\steam\steamapps\joinee_rj\half-life 2 deathmatch\hl2mp\maps\dm_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 files\valve\steam\steamapps\joinee_rj\half-life 2 deathmatch\hl2mp\maps\dm_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 files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vvis.exe
** Parameters: c:\PROGRA~1\valve\steam\STEAMA~1\JOINEE~1\HALF-L~2\hl2mp\maps\DM_COM~1.VMF
Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:\progra~1\valve\steam\steama~1\joinee~1\half-l~2\hl2mp\maps\DM_COM~1.bsp
reading c:\progra~1\valve\steam\steama~1\joinee~1\half-l~2\hl2mp\maps\DM_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)
[b][i][color=orange]WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster[/i][/b]
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~1\valve\steam\steama~1\joinee~1\half-l~2\hl2mp\maps\DM_COM~1.bsp
20 seconds elapsed[/color]
** Executing...
** Command: c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vrad.exe
** Parameters: c:\PROGRA~1\valve\steam\STEAMA~1\JOINEE~1\HALF-L~2\hl2mp\maps\DM_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~1\valve\steam\steama~1\joinee~1\half-l~2\hl2mp\maps\DM_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~1\valve\steam\steama~1\joinee~1\half-l~2\hl2mp\maps\DM_COM~1.bsp
17 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\half-life 2 deathmatch\hl2mp\maps\dm_combinebase.bsp" "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\maps\dm_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
                                    
             
        
            
            
                                     
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by Joe-Bob on 
    Wed Dec 15th 2004 at 8:51am
                     
                    
                 
                
            
            
                
    
                    
                             Joe-Bob
                            Joe-Bob
            
                        member
     
            180 posts
        77 snarkmarks
        Registered: 
    Dec 3rd 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.
                                    
             
        
            
            
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by Nanodeath on 
    Wed Dec 15th 2004 at 4:57pm
                     
                    
                 
                
            
            
                
    
            356 posts
        66 snarkmarks
        Registered: 
    Nov 11th 2004
                    Occupation: Student - Bioengineering
                            Location: Seattle, WA, USA
             
                
                        Even if it doesn't work it doesn't mean it's broken beyond repair :razz:
                                    
             
        
            
            
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by uberDingo on 
    Wed Dec 22nd 2004 at 4:33pm
                     
                    
                 
                
            
            
                
    
            72 posts
        17 snarkmarks
        Registered: 
    Dec 21st 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 :smile: 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 files\valve\steam\steamapps\uberdingo\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.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 Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.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 Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.bsp
9 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3
** Executing...
** Command: "c:\program files\valve\steam\steamapps\uberdingo\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike" -fast "C:\Program Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945"
Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.bsp
reading c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.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 files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.bsp
38 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\uberdingo\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike" -noextra "C:\Program Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945"
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 files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.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 files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.bsp
3 minutes, 3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.bsp" "c:\program files\valve\steam\steamapps\uberdingo\counter-strike source\cstrike\maps\platzTue1945.bsp"
                                    
             
        
            
            
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by SaintGreg on 
    Wed Dec 22nd 2004 at 6:15pm
                     
                    
                 
                
            
            
                
    
            212 posts
        51 snarkmarks
        Registered: 
    Dec 3rd 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 :smile:
                                    
             
        
            
            
                                     
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by Rof on 
    Wed Dec 22nd 2004 at 8:52pm
                     
                    
                 
                
            
            
                
    
                    
                             Rof
                            Rof
            
                        member
     
            210 posts
        41 snarkmarks
        Registered: 
    Dec 3rd 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.
                                    
             
        
            
            
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by SaintGreg on 
    Thu Dec 23rd 2004 at 3:14am
                     
                    
                 
                
            
            
                
    
            212 posts
        51 snarkmarks
        Registered: 
    Dec 3rd 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.
                                    
             
        
            
            
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by Frissi on 
    Fri Dec 9th 2005 at 3:34am
                     
                    
                 
                
            
            
                
    
            116 posts
        52 snarkmarks
        Registered: 
    Sep 8th 2003
                    Occupation: Student
                            Location: Iceland
             
                
                        im also getting this error..
can this error crash map when loading ?
                                            
                        http:www.frissi.com
                                    
             
        
            
            
                                     
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by Paladin[NL] on 
    Fri Dec 9th 2005 at 8:21am
                     
                    
                 
                
            
            
                
    
            157 posts
        56 snarkmarks
        Registered: 
    May 4th 2004
                    Occupation: Student/mapper
                            Location: Netherlands
             
                
                        Idd, found the same link on google :smile: <br style="color: white;">
                                    
             
        
            
            
                                     
                                
                    
                        Re: WARNING: Cluster portals saw into cluster
                        Posted by Carcase on 
    Wed Dec 21st 2005 at 1:39am
                     
                    
                 
                
            
            
                
    
                    
                             Carcase
                            Carcase
            
                        member
     
            145 posts
        15 snarkmarks
        Registered: 
    Nov 15th 2003
                            Location: Northern Virginia
             
                
                        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