Too many t-juncions problem

Too many t-juncions problem

Re: Too many t-juncions problem Posted by CPS on Thu Mar 3rd 2005 at 3:38am
CPS
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Posted 2005-03-03 3:38am
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My map is pretty large now and I now get this problem during compile. I am pretty sure it does not let vis run when it happens.

FixTjuncs...
Too many t-junctions to fix up!

Anyone have any suggestions as to how I can fix this? Thank you.
Re: Too many t-juncions problem Posted by French Toast on Thu Mar 3rd 2005 at 3:52am
French Toast
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Posted 2005-03-03 3:52am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Get rid of your t-junctions?
Re: Too many t-juncions problem Posted by CPS on Thu Mar 3rd 2005 at 4:12am
CPS
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Posted 2005-03-03 4:12am
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May I inquire as to what a T-junction is? I have never heard of it mentioned before, except in the compiler where it says fixing t-juncs. Thanks.
Re: Too many t-juncions problem Posted by Paladin[NL] on Thu Mar 3rd 2005 at 10:29am
Paladin[NL]
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Posted 2005-03-03 10:29am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Obvious answer: Tjunctions is a junction where one brush meets another one in the middle (or partially, anyway not at the edge).

Maybe I'm wrong, but this sounds obvious.
Re: Too many t-juncions problem Posted by Leperous on Thu Mar 3rd 2005 at 11:39am
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Posted 2005-03-03 11:39am
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Could you post your compile log please? (If only so I can see the 'exact' error and put it up on the compile error page!)
Re: Too many t-juncions problem Posted by DrGlass on Thu Mar 3rd 2005 at 5:16pm
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Posted 2005-03-03 5:16pm
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we have a compile error page!?

I think your problem is that you have too many brushes that meet like this |---

lets say you have a box that is 64*64*64 and you have another box that
is 32*32*32, if the 32 box restes on the middle of the 64 box it will
split the face on the 64. This is commen when you have pillers on
a solid floor, or sets of walls touching a large floor block.

check out this link
Re: Too many t-juncions problem Posted by CPS on Fri Mar 4th 2005 at 2:09am
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Posted 2005-03-04 2:09am
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materialPath: c:\program files\steam\steamapps\cps\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\NewWestCampus.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 1004 detail faces... done (1)
Merging details... done (1)
FixTjuncs...
Too many t-junctions to fix up!

2 threads
reading c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\NewWestCampus.bsp
reading c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\NewWestCampus.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\NewWestCampus.prt

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\NewWestCampus.bsp
No vis information, direct lighting only.
10183 faces
13 degenerate faces
334289 square feet [48137664.00 square inches]
19 displacements
23042 square feet [3318053.50 square inches]
2 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.0716 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 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 255/1024 12240/49152 (24.9%)
brushes 2130/8192 25560/98304 (26.0%)
brushsides 13786/65536 110288/524288 (21.0%)
planes 4736/65536 94720/1310720 ( 7.2%)
vertexes 18172/65536 218064/786432 (27.7%)
nodes 5338/65536 170816/2097152 ( 8.1%)
texinfos 3542/12288 255024/884736 (28.8%)
texdata 49/2048 1568/65536 ( 2.4%)
dispinfos 19/0 3344/0 ( 0.0%)
disp_verts 1539/0 30780/0 ( 0.0%)
disp_tris 2432/0 4864/0 ( 0.0%)
disp_lmsamples 59272/0 59272/0 ( 0.0%)
faces 10183/65536 570248/3670016 (15.5%)
origfaces 6536/65536 366016/3670016 (10.0%)
leaves 5594/65536 313264/3670016 ( 8.5%)
leaffaces 12758/65536 25516/131072 (19.5%)
leafbrushes 3474/65536 6948/131072 ( 5.3%)
surfedges 78933/512000 315732/2048000 (15.4%)
edges 49323/256000 197292/1024000 (19.3%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 1519/32768 15190/327680 ( 4.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32919/65536 65838/131072 (50.2%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 5533412/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 94133/393216 (23.9%)
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] 61980/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 987234/4194304 (23.5%)
==== Total Win32 BSP file data space used: 9539601 bytes ====

Linux Specific Data:
physicssurface [variable] 1356225/6291456 (21.6%)
==== Total Linux BSP file data space used: 9908592 bytes ====

Total triangle count: 32425
Writing c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\NewWestCampus.bsp
3 minutes, 42 seconds elapsed

I have a ton of brushes that hit each other like T's, they are all detail brushes though if that makes a difference. Does anyone have any ideas of how I can make it work with all my intersects?
Re: Too many t-juncions problem Posted by CPS on Tue Mar 8th 2005 at 7:23am
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Posted 2005-03-08 7:23am
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Any ideas? I havent been able to find anything about t-juncs anywhere.
Re: Too many t-juncions problem Posted by Leperous on Tue Mar 8th 2005 at 10:33am
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Posted 2005-03-08 10:33am
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Does it work if you (temporarily) delete these brushes, then? And are they all part of the same func_detail/whatever, or seperate entities?
Re: Too many t-juncions problem Posted by French Toast on Tue Mar 8th 2005 at 9:33pm
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Posted 2005-03-08 9:33pm
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Don't let any of your brushes intersect eachother. Make the lines meet up exactly. That's my only advice.
Re: Too many t-juncions problem Posted by DrGlass on Wed Mar 9th 2005 at 4:08am
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Posted 2005-03-09 4:08am
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looks like you my have to remake or re-do your whole map.

Read some newbie tutorials for better brush skills.
Re: Too many t-juncions problem Posted by CPS on Wed Mar 9th 2005 at 4:48am
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Posted 2005-03-09 4:48am
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I do not have any intersecting brushes, I know all the basics of map making and what not. I just have a ton of windows that are made up of detail brushes, and I can only assume that this causes the problem, is there anyway to raise the limit or bypass this? I know that i can make the windows as models in XSI, but that would be alot of work for me.

User posted image

There is a pic of the windows, made up of detail brushes that do not intersect each other at all.
Re: Too many t-juncions problem Posted by DrGlass on Wed Mar 9th 2005 at 6:27am
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Posted 2005-03-09 6:27am
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ok! I assume that top brush for the window frame is one long
rectange. That is were your problem is, what you need to do is
turn all the white window frame into 2 func_detail. Make all the
vertical bars on func_detail and all the other horizantal bars a
seperate func_detail, I amm 99.99% sure that will work.

p.s. is that a picture of your hair in your avitar? that is sweet.
Re: Too many t-juncions problem Posted by CPS on Thu Mar 10th 2005 at 1:53am
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Posted 2005-03-10 1:53am
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which brush do you think is one long brush? The red one is, but the windows are all individual. Right now I have each vertical sets of window frames as a seperate func_detail. Any other ideas? BTW thats not my hair, but I want to get something crazy like that before I cut mine.
Re: Too many t-juncions problem Posted by Rof on Thu Mar 10th 2005 at 5:21pm
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Posted 2005-03-10 5:21pm
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Looking at the code for the compiler, that error message seems somehow
related to func_details. I'd second DrGlass' suggestion that you break
that long red brush into a set of brushes, each one touching say no
more than 6 of those windows.
Re: Too many t-juncions problem Posted by DrGlass on Thu Mar 10th 2005 at 9:00pm
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Posted 2005-03-10 9:00pm
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i cant really see color with my crap monitor, but you just have to make
sure that you keep your vertical and horizontal window frame brushes
seperate. e.g. two diffrent func_details
Re: Too many t-juncions problem Posted by drschelter on Sun Nov 4th 2007 at 5:09am
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Posted 2007-11-04 5:09am
5 posts 1 snarkmarks Registered: Nov 4th 2007 Occupation: Senior Garage Cruncher Location: Canada
Great thread, extremely helpful in figuring out what a very vague error message actually means.....cheers to all!!