WARNING: Cluster portals saw into cluster

WARNING: Cluster portals saw into cluster

Re: WARNING: Cluster portals saw into cluster Posted by Guessmyname on Wed Dec 15th 2004 at 8:19am
Guessmyname
342 posts
Posted 2004-12-15 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
180 posts
Posted 2004-12-15 8:51am
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 Guessmyname on Wed Dec 15th 2004 at 4:46pm
Guessmyname
342 posts
Posted 2004-12-15 4:46pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Joe-Bob</DIV>
<DIV class=quotetext>The map will probably work</DIV></DIV>
It had better. I've spend about two weeks on that map.
Re: WARNING: Cluster portals saw into cluster Posted by Nanodeath on Wed Dec 15th 2004 at 4:57pm
Nanodeath
356 posts
Posted 2004-12-15 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
uberDingo
72 posts
Posted 2004-12-22 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
SaintGreg
212 posts
Posted 2004-12-22 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 uberDingo on Wed Dec 22nd 2004 at 7:33pm
uberDingo
72 posts
Posted 2004-12-22 7:33pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting SaintGreg</DIV>
<DIV class=quotetext>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:
</DIV></DIV>
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.
Re: WARNING: Cluster portals saw into cluster Posted by Rof on Wed Dec 22nd 2004 at 8:52pm
Rof
210 posts
Posted 2004-12-22 8:52pm
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
SaintGreg
212 posts
Posted 2004-12-23 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
Frissi
116 posts
Posted 2005-12-09 3:34am
Frissi
member
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 Crono on Fri Dec 9th 2005 at 4:20am
Crono
6628 posts
Posted 2005-12-09 4:20am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
HL2 World said:
WARNING: Cluster portals saw into cluster

This error is most of the time not fatal.

It can appear in some tricky brush set ups.
Half-Life2.net said:
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.
Interlopers said:
(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.
Re: WARNING: Cluster portals saw into cluster Posted by Paladin[NL] on Fri Dec 9th 2005 at 8:21am
Paladin[NL]
157 posts
Posted 2005-12-09 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
145 posts
Posted 2005-12-21 1:39am
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
Re: WARNING: Cluster portals saw into cluster Posted by Campaignjunkie on Wed Dec 21st 2005 at 5:35pm
Campaignjunkie
1309 posts
Posted 2005-12-21 5:35pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
VIS is a program, it doesn't like or dislike anything! :wink:

I think it's more important to actually understand the VIS process and how leaves/portals work. <A HREF="http://members.tripod.co.uk/EditHalfLife/tutorials/leafs.htm" TARGET="_blank">Here </a>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... <A HREF="http://members.tripod.co.uk/EditHalfLife/tutorials/funcwall.htm" TARGET="_blank">This article</A> is completely wrong: in Half-Life 1, func_wall brushes remain world polys)