Brushes Cannot Touch Each Other Or Else '1 Degenerate Faces'
14 replies, posted
I have this wall brush that is used to partition a hallway but whenever it touches any other brushes, it resulted in '1 degenerate faces' during compile. However if I move it just 1 unit away, without touching anything, the degenerate faces error is gone.
This seems very peculiar to me. Why this particular brush is unable to touch anything without error? I even tried creating a new brush of different size, and it's still the same.
[code]
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "D:\VMFs\test6.vmf"
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading D:\VMFs\test6.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/test6/dev/dev_blendmeasure_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 312 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\VMFs\test6.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (768239 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1658 texinfos to 1408
Reduced 18 texdatas to 17 (426 bytes to 405)
Writing D:\VMFs\test6.bsp
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -fast "D:\VMFs\test6"
Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading d:\vmfs\test6.bsp
reading d:\vmfs\test6.prt
280 portalclusters
958 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 769 visible clusters (1.01%)
Total clusters visible: 76305
Average clusters visible: 272
Building PAS...
Average clusters audible: 280
visdatasize:21868 compressed from 22400
writing d:\vmfs\test6.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -noextra "D:\VMFs\test6"
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\vmfs\test6.bsp
Setting up ray-trace acceleration structure... Done (0.99 seconds)
10670 faces
[B]1 degenerate faces[/B]
823945 square feet [118648160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10669 patches before subdivision
58517 patches after subdivision
25 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 20802193, max 3193
transfer lists: 158.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(60107, 65789, 59014)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(16582, 16976, 13297)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(5100, 4847, 3313)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1681, 1471, 861)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(580, 464, 228)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(210, 152, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(79, 52, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(31, 18, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0175 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 2052/8192 24624/98304 (25.0%)
brushsides 13923/65536 111384/524288 (21.2%)
planes 3904/65536 78080/1310720 ( 6.0%)
vertexes 16914/65536 202968/786432 (25.8%)
nodes 597/65536 19104/2097152 ( 0.9%)
texinfos 1408/12288 101376/884736 (11.5%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10670/65536 597520/3670016 (16.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9321/65536 521976/3670016 (14.2%)
leaves 600/65536 19200/2097152 ( 0.9%)
leaffaces 12451/65536 24902/131072 (19.0%)
leafbrushes 2827/65536 5654/131072 ( 4.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 94739/512000 378956/2048000 (18.5%)
edges 56828/256000 227312/1024000 (22.2%)
LDR worldlights 25/8192 2200/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 948/32768 9480/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25443/65536 50886/131072 (38.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1998132/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21868/16777216 ( 0.1%)
entdata [variable] 25289/393216 ( 6.4%)
LDR ambient table 600/65536 2400/262144 ( 0.9%)
HDR ambient table 600/65536 2400/262144 ( 0.9%)
LDR leaf ambient 3148/65536 88144/1835008 ( 4.8%)
HDR leaf ambient 600/65536 16800/1835008 ( 0.9%)
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] 1/34582 ( 0.0%)
pakfile [variable] 87057/0 ( 0.0%)
physics [variable] 768239/4194304 (18.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 36108
Writing d:\vmfs\test6.bsp
29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\VMFs\test6.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\test6.bsp"
[/code]
[QUOTE=onebit;45014982]Try changing the texture[/QUOTE]
I did, still no effect.
Have you tried remaking the brushes that it is touching?
[QUOTE=Zovox;45016281]Have you tried remaking the brushes that it is touching?[/QUOTE]
Yes, different sizes too. It seems whatever brush touches the floor and ceiling, it causes the error.
Degenerate faces are merely faces which ended up with zero area/negative area after all the operations that build the final geometry of the level. You can ignore these as these faces are never visible and lightmap calculations will never be performed for them.
[QUOTE=BlackPhoenix;45018828]Degenerate faces are merely faces which ended up with zero area/negative area after all the operations that build the final geometry of the level. You can ignore these as these faces are never visible and lightmap calculations will never be performed for them.[/QUOTE]
I once had 22 degenerate faces when I ignored them and they messed up my map. Brushes look torn, at some points able to see thru the entire map.
This 1 brush caused another degenerate face error.
[thumb]http://i.imgur.com/VUpRaLo.jpg[/thumb]
This problem sounds
[img]http://puu.sh/9itxn/d9bd20b607.jpg[/img]
Convert the offending brushes to models!
[QUOTE=BlackPhoenix;45023902]Convert the offending brushes to models![/QUOTE]
That is not helping...
[QUOTE=Complicated;45052298]That is not helping...[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Propper[/url]
Brushes can touch, they just cant overlap if that helps with anything, other then that, Propper is your only other option.
[QUOTE=LUModder;45052768]Brushes can touch, they just cant overlap if that helps with anything, other then that, Propper is your only other option.[/QUOTE]
What do you mean by overlap?
[IMG]http://i.imgur.com/gy2DJHe.png[/IMG]
The area's Highlighted in red are the overlapping parts.
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