• Map Compile Error
    1 replies, posted
On map compile bsp throws a qhull precision error, the map does load in game but rad takes the map as stale and wont compile it. I am using O3C0s func_detail_blocker modified VBSP and the map compiles normally using the garrysmod bsp compiler(with detail prop textures replaced) The BSP compile log. [QUOTE] ** Executing... ** Command: "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcetest" "d:\development\mapping\rp_bracket\rp_bracket_v3" Valve Software - vbsp.exe (Jul 24 2014) 8 threads materialPath: D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcetest\materials Loading d:\development\mapping\rp_bracket\rp_bracket_v3.vmf Could not locate 'GameData' key in d:\steam\steamapps\common\source sdk base 2013 multiplayer\sourcetest\gameinfo.txt Patching WVT material: maps/rp_bracket_v3/havok/blendrock1grass1_wvt_patch Patching WVT material: maps/rp_bracket_v3/havok/blendsand2grass1_d_wvt_patch Patching WVT material: maps/rp_bracket_v3/havok/blendbud005concretefloor1_wvt_patch Patching WVT material: maps/rp_bracket_v3/havok/blendsand1concretefloor1_wvt_patch Patching WVT material: maps/rp_bracket_v3/havok/blendsand2sand3_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 676 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\development\mapping\rp_bracket\rp_bracket_v3.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_blueday01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_blueday01_hdr to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_blueday01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_blueday01_hdr to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... qhull precision error: Only 4 facets remain. Can not merge another pair. The convexity constraints may be too strong. Reduce the magnitude of 'Cn' or increase the magnitude of 'An'. For example, try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'. qhull precision error: Only 4 facets remain. Can not merge another pair. The convexity constraints may be too strong. Reduce the magnitude of 'Cn' or increase the magnitude of 'An'. For example, try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'. qhull precision error: Only 4 facets remain. Can not merge another pair. The convexity constraints may be too strong. Reduce the magnitude of 'Cn' or increase the magnitude of 'An'. For example, try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'. done (1) (518261 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1420 texinfos to 721 Reduced 110 texdatas to 86 (3917 bytes to 3032) Writing d:\development\mapping\rp_bracket\rp_bracket_v3.bsp 3 seconds elapsed [/QUOTE]
if you have displacements in your level untick there visgroup and place a cordon around your map then do a normal if you don't get the error then you'll know a displacwement is causing the qhull precision error and you'll have to remake them
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