zero area child patch

zero area child patch

Re: zero area child patch Posted by uberDingo on Tue Dec 21st 2004 at 11:18pm
uberDingo
72 posts
Posted 2004-12-21 11:18pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
My map seems to run fine but when I compile I get three lines that say

"zero area child patch"

Ive googled that phrase and it brings me to an article on this board where a fella had posted his compile log.

Im guessing that I used a brush and using the morphing tool I somehow made a side of the brush have 0 area.... Am I right here? And... is there a tool/console command that I can use to locate the problem?
Re: zero area child patch Posted by 7dk2h4md720ih on Wed Dec 22nd 2004 at 12:24am
7dk2h4md720ih
1976 posts
Posted 2004-12-22 12:24am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Post your compile log in its entirety, there may be clues buried within!

ALT+P can locate certain errors. I'm unsure if it can locate this type, but try anyway just in case.
Re: zero area child patch Posted by Nickelplate on Wed Dec 22nd 2004 at 12:38am
Nickelplate
2770 posts
Posted 2004-12-22 12:38am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
You're quite right. It means that SOMETHING has a side that is 0 in size. This has happened to me in my first mapping days. When you use the "create brush" tool and accidentally pressed enter after clicking on the very small box. Now, normally it will create a box 1x1x1 , but if you have it set to snap to grid then all the points align to the same point. The way to find where it is use VisGroups to hide all entities, then highlight all brushes and deselect all the brushes you can see . soon you should be able to see a small highlighted pinpoint that is your microbrush.

the three lines are for length width and heighth.
Re: zero area child patch Posted by Leperous on Wed Dec 22nd 2004 at 12:47am
Leperous
3382 posts
Posted 2004-12-22 12:47am
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Surely you can only do that when the offending face is part of a microbrush though? What if you have a face on a macrobrush that is causing this?
Re: zero area child patch Posted by Nickelplate on Wed Dec 22nd 2004 at 12:58am
Nickelplate
2770 posts
Posted 2004-12-22 12:58am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
You can find it on a macrobrush a different way. It's easier. Look for any macrobrushes that have what look like altered vertices. This can happen when you put two vertices in one spot and don't answer "yes" to the question: "Merge Vertices?" that pops up. Anything you remember moving vertices on will be subject to your scrutiny.

Also, It's not unheard of that the CARVE tool while displacing cylinders can cause this problem as well. Since the carve tool uses a Tangent calculation on cylinders and spheres, the more face-rich of these shapes are subject to approximations in the calculations. leaving a 0.2994856 face which is still a 0 face.
Re: zero area child patch Posted by uberDingo on Wed Dec 22nd 2004 at 4:00pm
uberDingo
72 posts
Posted 2004-12-22 4:00pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
awesome, thanks for the tips folks. I didnt get it figured out because I had to load an older version of the map I was working on. Luckly in that former version I didnt have this problem. How I have two "WARNING: Cluster portals saw into cluster" that Im going to try and figure out... <starts searching snarkpit and google...>
Re: zero area child patch Posted by Zevensoft on Thu Dec 23rd 2004 at 3:33am
Zevensoft
50 posts
Posted 2004-12-23 3:33am
50 posts 145 snarkmarks Registered: Sep 29th 2003
I could be that the lightmap or texture is aligned perpendicular, or that the face is a line, since lines have zero area too.