Getting some odd tearing in some brushes next to func_detail

Any aspects of level design for the Source engine.

Getting some odd tearing in some brushes next to func_detail

Postby FPSMoto on Sat May 31, 2014 2:52 am

Hi, I am about stumped on this issue and I can't find a solution searching for threads on this forum so I figured I'd ask here for help.

Here's a screenshot of the issue: Clicky

The wall Accents are all func_detail. The walls behind the accents are world brushes. There are 2 parts to the platform the wall accents sit on. The front and back parts. The front parts are func_details but the back parts are world brushes.

If I hide the wall accents and compile the map, the tearing issues go away.
There are no oddly shaped brushes behind these walls at all. In fact, it's just void behind the walls with the biggest tears in them.

There are no leaks/pointfiles.

Map log:
Code: Select all
materialPath: c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\materials
Loading C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_novissimus.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1926 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_novissimus.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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...
done (1) (1846574 bytes)
Error! To use model "models/props/ff/ff_door_128_1_left.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props/ff/ff_door_128_1_left.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9431 texinfos to 4752
Reduced 576 texdatas to 489 (27269 bytes to 23952)
Writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_novissimus.bsp
8 seconds elapsed



2 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_novissimus.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_novissimus.prt
1923 portalclusters
5388 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 7819 visible clusters (0.00%)
Total clusters visible: 568626
Average clusters visible: 295
Building PAS...
Average clusters audible: 843
visdatasize:507367  compressed from 953808
writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_novissimus.bsp
17 minutes, 9 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_novissimus.bsp
15057 faces
44 degenerate faces
1051326 square feet [151390976.00 square inches]
51 displacements
68261 square feet [9829598.00 square inches]
15013 patches before subdivision
135141 patches after subdivision
254 direct lights
0...1...2...3...4...5...6...7...8..
WARNING: Too many light styles on a face (325,-226,-549)
.9...100...1...2...3...4...5...6...7...8...9...10transfers 20125023, max 1817
transfer lists: 153.5 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(150103, 137024, 115461)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(22336, 19491, 15533)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(3617, 2964, 2202)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(620, 482, 330)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(111, 82, 51)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(21, 14, 8)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(4, 3, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0659 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 264/1024        12672/49152    (25.8%)
brushes               4873/8192        58476/98304    (59.5%)
brushsides           36733/65536      293864/524288   (56.1%)
planes               15530/65536      310600/1310720  (23.7%)
vertexes             30344/65536      364128/786432   (46.3%)
nodes                 6570/65536      210240/2097152  (10.0%)
texinfos              4752/12288      342144/884736   (38.7%)
texdata                489/2048        15648/65536    (23.9%)
dispinfos               51/0            8976/0        ( 0.0%)
disp_verts            4883/0           97660/0        ( 0.0%)
disp_tris             8064/0           16128/0        ( 0.0%)
disp_lmsamples      255453/0          255453/0        ( 0.0%)
faces                15057/65536      843192/3670016  (23.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            11882/65536      665392/3670016  (18.1%)
leaves                6835/65536      218720/2097152  (10.4%)
leaffaces            18336/65536       36672/131072   (28.0%)
leafbrushes          10373/65536       20746/131072   (15.8%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           122828/512000     491312/2048000  (24.0%)
edges                76510/256000     306040/1024000  (29.9%)
LDR worldlights        254/8192        22352/720896   ( 3.1%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips           1262/32768       12620/327680   ( 3.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         33681/65536       67362/131072   (51.4%)
cubemapsamples          84/1024         1344/16384    ( 8.2%)
overlays                16/512          5632/180224   ( 3.1%)
LDR lightdata         [variable]    11947584/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      507367/16777216 ( 3.0%)
entdata               [variable]      211111/393216   (53.7%)
LDR leaf ambient      6835/65536      164040/1572864  (10.4%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/37528    ( 0.0%)
pakfile               [variable]      990744/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]     1846574/4194304  (44.0%)
==== Total Win32 BSP file data space used: 20344811 bytes ====

Total triangle count: 44756
Writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_novissimus.bsp
7 minutes, 13 seconds elapsed
User avatar
FPSMoto
Member
Member
 
Joined: Wed Nov 06, 2013 5:26 am

Re: Getting some odd tearing in some brushes next to func_de

Postby cz_squishy on Sat May 31, 2014 4:20 am

Turn them into models, this happens when you have too many faces touching one face.
User avatar
cz_squishy
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sat Jan 31, 2009 12:02 am
Location: Bottom Dakota

Re: Getting some odd tearing in some brushes next to func_de

Postby FPSMoto on Sat May 31, 2014 5:41 am

orly

Do you know the max limit? If I break up the brushes each one touches into separate brushes, wouldn't that also fix the issue?
User avatar
FPSMoto
Member
Member
 
Joined: Wed Nov 06, 2013 5:26 am

Re: Getting some odd tearing in some brushes next to func_de

Postby [KIRBY] on Sat May 31, 2014 3:40 pm

you can have one unit gap between them, this normally fixes the issue
but then again, making a model is much cheaper solution for engine
User avatar
[KIRBY]
Regular
Regular
 
Joined: Tue Dec 17, 2013 1:59 pm
Location: Manchester

Return to Hammer Editor Help

Who is online

Users browsing this forum: No registered users