cluster portal saw into cluster

cluster portal saw into cluster

Re: cluster portal saw into cluster Posted by Carcase on Thu May 26th 2005 at 9:56pm
Carcase
145 posts
Posted 2005-05-26 9:56pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
my map has 3 lines saying Warning: Cluster portal saw into cluster.

This map does work but i dont want any problems with my final product.

Due to previous experience i THINK it has to do with bsp brushes overlapping, but i still dont know how to find the problem. When it first occured to me it was a giant brush sticking out of nowhere and that was simple do fix. I heard of something called glview, and that it could be used to find the source of the problem, but I don't know how to use glview let alone enable it. Anyone have any tips on how to find the problem?
Re: cluster portal saw into cluster Posted by omegaslayer on Thu May 26th 2005 at 10:12pm
omegaslayer
2481 posts
Posted 2005-05-26 10:12pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
It means that there is a convex vis leaf that can see into its self
(nothing in hammer can be convex), I do believe it is caused by over
lapping brushes, but how to find them I can't say.

http://www.interlopers.net/errors/errors.php#2-1

The tut said to check for over lapping bruses, and if that didnt work,
then use mat_leafvis 1 to try to find the convex vis leaf in the game,
then check brush work around that area for overlaps.

edit: although all in all I dont think it will affect the overall
performance of your map, it will just increase compile times and you
may see a hop in the budget window of world brushes. But I dont think
it will affect your map tooo much.
Posting And You
Re: cluster portal saw into cluster Posted by Carcase on Thu May 26th 2005 at 11:47pm
Carcase
145 posts
Posted 2005-05-26 11:47pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
Ok thanks omegaslayer.

I havn't fixed the problem yet but i understand how to. Its a matter of time.

But one thing I still need is to know how to run GLview. How do you do it?
Re: cluster portal saw into cluster Posted by omegaslayer on Fri May 27th 2005 at 12:30am
omegaslayer
2481 posts
Posted 2005-05-27 12:30am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Here is the story: Im having the same problem also! I was getting
around 6-7 "Warning: Cluster portal saw into cluster" in the vis stage.
Then after reading about it, I went into the game and loaded the map. I
turned on mat_leafvis 1 on and just flew every where. Checking out the
vis leafs. I looked for some funky/complex vis leafs. And sure enough I
found them, they were in two spots, but the main one was here: (it may
be a little big)

User posted image

The walls were causing the wierd errors, so I turned them into
func_detail (and put the nodraw texture behing them) and now when I run
it on vis, the errors are gone!

So the moral is, use mat_leafvis 1 and find complex vis leafs, then fix
them using hint brushes and turning the complicated brushes into
func_detail.
Posting And You
Re: cluster portal saw into cluster Posted by Carcase on Fri May 27th 2005 at 12:52am
Carcase
145 posts
Posted 2005-05-27 12:52am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
did your walls have a bsp or something behind them? Are detail brushes allowed to be used as the barrier between map and the void? Detail brushes dont count as a pure rugged bsp so you probably just masked the problem.

I got rid of 2 of the 3 errors by changing my room from trapazoid shape to rectangle shape. But my whole map is full of trapezoid rooms, so i dont understand what makes this room different. I think carving brushes may just be what causes these problems.
Re: cluster portal saw into cluster Posted by omegaslayer on Fri May 27th 2005 at 1:19am
omegaslayer
2481 posts
Posted 2005-05-27 1:19am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
No I had put some regular brushes behind those func_details (covered in
the nodraw texture) because func_detail (like func_wall) dont separate
it from the void (in other words they will cause leaks). But if you
turn the complicated brush work into func_detail (but still have solid bsp behing it), it makes the vis
program happy! Think about it, square vis leafs are going to be esier
to calculate than trapeziods.

But as for the carving I think thats your problem there, maybe post some screen shots of these rooms your talking about.

PS: if you dont know anything im talking about (like whats a vis leaf) just ask :wink:
Posting And You
Re: cluster portal saw into cluster Posted by Carcase on Fri May 27th 2005 at 2:04am
Carcase
145 posts
Posted 2005-05-27 2:04am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
i understand you, yes cubes probably are easier. My trapezoid rooms are patent. you will see them when I complete the level segment and post em up!

Im good at mapping but im a little sloppy at times.