Brushes Cannot Touch Each Other Or Else '1 Degenerate Faces'

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.




** 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	est6.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	est6.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	est6.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	est6.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	est6"


Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading d:\vmfs	est6.bsp
reading d:\vmfs	est6.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	est6.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	est6"


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	est6.bsp
Setting up ray-trace acceleration structure... Done (0.99 seconds)
10670 faces
**1 degenerate faces**
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	est6.bsp
29 seconds elapsed


** Executing...
** Command: Copy File
** Parameters: "D:\VMFs	est6.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps	est6.bsp"


Try changing the texture

I did, still no effect.

Have you tried remaking the brushes that it is touching?

Yes, different sizes too. It seems whatever brush touches the floor and ceiling, it causes the error.

Maybe the floor and ceiling is the problem?

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.

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.

This problem sounds

http://puu.sh/9itxn/d9bd20b607.jpg

Convert the offending brushes to models!

That is not helping…

Brushes can touch, they just cant overlap if that helps with anything, other then that, Propper is your only other option.

What do you mean by overlap?

The area’s Highlighted in red are the overlapping parts.