Re: VPhysics Collision detection getting expensive...
Posted by SpiKeRs on
Mon May 9th 2005 at 12:18pm
Posted
2005-05-09 12:18pm
193 posts
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Registered:
Jun 14th 2003
In developer mode I keep getting this message showing up when I run round my map:
"VPhysics Collision detection getting expensive, check for too many convex pieces!"
It doesnt seem to appear in any one particular location in the map so
I've been unable to pinpoint any area where the problem could be. When
that message does appear it comes up around 5 or 6 times and then
stops. I've even deleted all the physics models in the map but that
doesnt stop it. Any ideas?
Re: VPhysics Collision detection getting expensive...
Posted by SpiKeRs on
Mon May 9th 2005 at 2:52pm
193 posts
729 snarkmarks
Registered:
Jun 14th 2003
Bah soz just realized this is in HL editing when it should be HL2 editing, can the admins possibly move it?
Re: VPhysics Collision detection getting expensive...
Posted by Leperous on
Mon May 9th 2005 at 3:46pm
Leperous
Creator of SnarkPit!
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Location: UK
Well if it's not props, then it's monsters or the player (possibly unlikley given what you said, though try standing still for a while) or func_physboxes. If you want to try to pinpoint it, then try cordon compiling (the hazard line button in the top right of the Hammer screen) and test small chunks at a time...
Re: VPhysics Collision detection getting expensive...
Posted by Bl1tz on
Tue May 10th 2005 at 5:21am
35 posts
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Registered:
Jan 23rd 2005
Occupation: Slacker
You've likely turned a few of the displacement triangles into convex pieces.
If you have displacement surfaces in your map, destroy them, and check and see if you're still geting the error.
If you're not still getting it after you've destroyed/reset the
displacements, then try to be careful not to manipulate them too
drastically the next time you implement them in your map.
For example, test them to see if you're still getting the error everytime you make an adjustment on the displacement surfaces
If you are still getting the message once you've deleted the displacement surfaces, I don't really know :sad: