'no visible brushes'

'no visible brushes'

Re: 'no visible brushes' Posted by StixNStonz on Sat Jul 22nd 2006 at 1:21am
StixNStonz
71 posts
Posted 2006-07-22 1:21am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
Ive been trying to get within the max_map_clipnodes limit, since my map is currently way past it. I went around making certain details into illusionaries and whatnot, and suddenly, im getting this error. That brush number apparently doesnt exist. There were some before it, giving the same error, but they were simple groups of details that had only normal textures and nulls, that i made either func_walls or func_illusionaries. I fixed it for the others by moving them back to the world, but that was pretty counter productive. Any ideas?

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\nexa95" -texdata 7168 -chart -cliptype precise -hullfile "C:\Program Files\Steam\Steamapps\beavatron@hotmail.com\half-life\ns\nshulls.txt"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "c:\program files\valve hammer editor\maps\nexa95"-texdata 7168 -chart -cliptype precise -hullfile "C:\Program Files\Steam\Steamapps\beavatron@hotmail.com\half-life\ns\nshulls.txt"
Loading hull definitions from 'C:\Program Files\Steam\Steamapps\beavatron@hotmail.com\half-life\ns\nshulls.txt'
Entering c:\program files\valve hammer editor\maps\nexa95.map
Error: Entity 649 has no visible brushes

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory

----- END hlcsg -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\nexa95" -texdata 7168 -chart

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "c:\program files\valve hammer editor\maps\nexa95"-texdata 7168 -chart
There was a problem compiling the map.
Check the file c:\program files\valve hammer editor\maps\nexa95.log for the cause.
----- END hlbsp -----

<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: 'no visible brushes' Posted by M_Gargantua on Sat Jul 22nd 2006 at 3:12am
M_Gargantua
50 posts
Posted 2006-07-22 3:12am
50 posts 5 snarkmarks Registered: Dec 12th 2004 Location: Someplace else
find entity 649 (going to find brush number with brush # set to 0 and entity # 649 should give you it) and tie it to world, right now its a entity that is composed of brushes textured with clip, which is a no-no.

and for the map max clip node error, the easiest way to fix it is to cover complex things with a clip brush, tieing stuff to func_walls and illusionaries doesn't fix it.
Re: 'no visible brushes' Posted by Pvt.Scythe on Sat Jul 22nd 2006 at 8:00am
Pvt.Scythe
730 posts
Posted 2006-07-22 8:00am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Tieing stuff into illusionaries does fix it. func_illusionaries don't
have clipping hulls. I've used them with great efficiency in hiding
minor details from the clipping hull.

Like M_Gargantua suggests put clip brushes in places that player cannot
reach and simplify clipping in complex areas(if you're for example
having pillars that have multiple sides you might want to cover them
with a simpler clip brush).
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: 'no visible brushes' Posted by M_Gargantua on Sun Jul 23rd 2006 at 4:31am
M_Gargantua
50 posts
Posted 2006-07-23 4:31am
50 posts 5 snarkmarks Registered: Dec 12th 2004 Location: Someplace else
well, binding a box to a func_illusionary will get you about 6 less clip nodes, so thats what I mean by inllusionaries and walls not fixing the problem
Re: 'no visible brushes' Posted by StixNStonz on Sat Aug 26th 2006 at 4:01am
StixNStonz
71 posts
Posted 2006-08-26 4:01am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
it seems as though the issue was clicking the 'check only visible brushes' box. Apparently if thats on, it gives a different entity.

But im still having problems with this max clipnodes. These are both found in my compile log:

clipnodes 0/32767 0/262136 ( 0.0%)

from the csg, and then from the bsp,

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000
...10500...11000...11500...12000...12500...13000...13500...14000...14500...15000...15500...16000...16500...17000...17500...18000...18500...19000...19500...20000...20500...20772 (4.20 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\bnex03.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000
...10500...11000...11500...12000...12500...13000...13500...14000...14500...15000...15500...16000...16500...17000...17500...18000...18500...19000...19500...20000...20500...20581 (3.69 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000
...10500...11000...11500...12000...12500...13000...13500...14000...14500...15000...15500...16000...16500...17000...17500...17804 (2.92 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000
...10500...11000...11500...12000...12500...13000...13500...14000...14500...15000...15500...16000...16500...17000...17500...18000...18500...19000...19500...20000...20500...21000
...21500...22000...22500...23000...23491 (5.39 seconds)
Error: Exceeded MAX_MAP_CLIPNODES

Those four hulls... do they all add together? do i actually have to bring the 80k+ clipnodes down to 32k?!?!?
Re: 'no visible brushes' Posted by fishy on Sat Aug 26th 2006 at 12:28pm
fishy
2623 posts
Posted 2006-08-26 12:28pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
to start with, try adding -noclipeconomy to your hlcsg options.

if you still get the error, try replacing it with -cliptype simple
i eat paint
Re: 'no visible brushes' Posted by StixNStonz on Sat Aug 26th 2006 at 5:19pm
StixNStonz
71 posts
Posted 2006-08-26 5:19pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
um, first off, i thought noclipeconomy removes redundant node stripping and should only be used if its causing problems? wouldnt turning that off mean i'd almost certainly have more clipnodes?

i tried cliptype simple, and the 'added stickyness' that is said to happen, turned into a full invisible wall in a certain section, even without any crazy architecture around. I might try it again since it saves clipnodes, but this should really be a last option. This map is for NS, which is perhaps the mod for which stickyness is the most noticeable (since everything is high speed and every inch of architecture is touched by the flying aliens, compared to only ground-level ala CS).

but fishy, do you know about the numbers? those four hulls, how do they compare to the 32k maximum?
Re: 'no visible brushes' Posted by fishy on Sat Aug 26th 2006 at 6:45pm
fishy
2623 posts
Posted 2006-08-26 6:45pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
ah, noclipeconomy stops it from removing extraneous nodes, meaning they get left in, so yes, /me bad for suggesting it.

no, i don't know how the numbers add up with the 4 hulls, but if you're not already using it, then -chart should give you an idea of what % over the max your clipnodes are at.
i eat paint
Re: 'no visible brushes' Posted by StixNStonz on Sun Aug 27th 2006 at 5:07am
StixNStonz
71 posts
Posted 2006-08-27 5:07am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
-chart on the csg gives me that first line, so i guess its the bsp that actually does the clips. But the bsp doesnt actually make it to the chart part, it seems. It finishes the hulls, then stops, saying there's too many.

I just went through pretty much the entire map and clipped off all complex architecture and whatnot. It saved a bunch but im still getting the error. Not to mention the fact that in the csg, its saying im at 140% of the planes, but i thought that only mattered for rad, for which i'd use -sparse, which would hopefully solve that.

Could i maybe send you the rmf, so you could poke around and see whats up? or would that be too much hassle, having to get the ns.wad etc?
Re: 'no visible brushes' Posted by fishy on Sun Aug 27th 2006 at 11:49am
fishy
2623 posts
Posted 2006-08-27 11:49am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
-sparse won't help with the max_planes error, only the max_patches. to deal with the planes, you'd need to get a hold of xp-cagey's tools, or a rebuild, that still had the optplns.exe tool packaged. dragging your map onto the exe (after the compile) reduces the planes by about 50%.
i eat paint
Re: 'no visible brushes' Posted by StixNStonz on Sun Aug 27th 2006 at 5:53pm
StixNStonz
71 posts
Posted 2006-08-27 5:53pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
that sounds perfect.... but...

'What the compile tools do':
http://www.zhlt.info/what-the-compile-tools-do.html

yep, its right there, saying its packaged with the download. Then...

http://www.zhlt.info/download-zhlt.html

in the actual download, its not there?!?!

AAAARRRGHHH

I just looked everywhere, i still cant find this damn opt_plns.exe. If anyone has it, can they send it to beavatron@hotmail.com please?
Re: 'no visible brushes' Posted by StixNStonz on Sun Aug 27th 2006 at 7:54pm
StixNStonz
71 posts
Posted 2006-08-27 7:54pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
i just updated my zhlt to the newest version. Seems it says something about the optimizer being part of the bsp now? anyone know for sure?
Re: 'no visible brushes' Posted by fishy on Mon Aug 28th 2006 at 12:08am
fishy
2623 posts
Posted 2006-08-28 12:08am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
reading over some of the new release notes (it's been a while since i compiled anything for HL), it looks like that's right. f9 should tell you for sure :smile:

[edit] if you still want me to take a look at the rmf, zip it and send to fishy a t quantum-physics.co.uk. the wad doesn't matter, as it's really only the clip texture i'd need to see.
i eat paint