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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