Game Development Community

Weird map2dif error

by Demolishun · in Artist Corner · 04/22/2004 (8:01 pm) · 11 replies

'::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle Better?'

I got this error when making an arch in Quark with 16 subdivisions. I changed the subs to 8 and it created the arch fine. I assume it is a BSP error as I this appeared during the BSP phase of the compile.

Don't really care as long as the arch looks good.

Thanks,
Frank

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
04/22/2004 (8:41 pm)
I got that error also. I got rid of it by downloading the compiled map2dif in the download section.
#2
05/13/2004 (12:50 pm)
I'm getting this same error. But I'm on a mac and there is no pre-compiled version of map2dif for me.

Here's a small sample of what fails. Anybody know what may be wrong with this?

{
"classname" "worldspawn"
"ambient_color" "0 0 0"
"mapversion" "220"
{
( 168 40 8 ) ( 168 9 8 ) ( 166 40 8 ) WALL [ 0 -1 0 0 ] [ -1 0 0 0 ] 0 1 1
( 168 40 18 ) ( 166 40 18 ) ( 168 9 18 ) WALL [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 40 8 ) ( 168 40 18 ) ( 168 9 8 ) WALL [ 0 0 1 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 9 8 ) ( 168 9 18 ) ( 166 9 8 ) WALL [ 0 0 1 0 ] [ -1 0 0 0 ] 0 1 1
( 166 9 8 ) ( 166 9 18 ) ( 166 40 8 ) WALL [ 0 0 1 0 ] [ 0 1 0 0 ] 0 1 1
( 168 40 18 ) ( 168 40 8 ) ( 166 40 18 ) WALL [ 0 0 -1 0 ] [ -1 0 0 0 ] 0 1 1
}
{
( 168 42 17 ) ( 168 9 17 ) ( 5 42 17 ) WALL [ 0 -1 0 0 ] [ -1 0 0 0 ] 0 1 1
( 168 42 20 ) ( 5 42 20 ) ( 168 9 20 ) WALL [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 42 17 ) ( 168 42 20 ) ( 168 9 17 ) WALL [ 0 0 1 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 9 17 ) ( 168 9 20 ) ( 5 9 17 ) WALL [ 0 0 1 0 ] [ -1 0 0 0 ] 0 1 1
( 5 9 17 ) ( 5 9 20 ) ( 5 42 17 ) WALL [ 0 0 1 0 ] [ 0 1 0 0 ] 0 1 1
( 168 42 20 ) ( 168 42 17 ) ( 5 42 20 ) WALL [ 0 0 -1 0 ] [ -1 0 0 0 ] 0 1 1
}
{
( 168 42 6 ) ( 168 9 6 ) ( 5 42 6 ) WALL [ 0 -1 0 0 ] [ -1 0 0 0 ] 0 1 1
( 168 42 8 ) ( 5 42 8 ) ( 168 9 8 ) WALL [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 42 6 ) ( 168 42 8 ) ( 168 9 6 ) WALL [ 0 0 1 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 9 6 ) ( 168 9 8 ) ( 5 9 6 ) WALL [ 0 0 1 0 ] [ -1 0 0 0 ] 0 1 1
( 5 9 6 ) ( 5 9 8 ) ( 5 42 6 ) WALL [ 0 0 1 0 ] [ 0 1 0 0 ] 0 1 1
( 168 42 8 ) ( 168 42 6 ) ( 5 42 8 ) WALL [ 0 0 -1 0 ] [ -1 0 0 0 ] 0 1 1
}
{
( 167 11 8 ) ( 167 9 8 ) ( 5 11 8 ) WALL [ 0 -1 0 0 ] [ -1 0 0 0 ] 0 1 1
( 167 11 18 ) ( 5 11 18 ) ( 167 9 18 ) WALL [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 167 11 8 ) ( 167 11 18 ) ( 167 9 8 ) WALL [ 0 0 1 0 ] [ 0 -1 0 0 ] 0 1 1
( 167 9 8 ) ( 167 9 18 ) ( 5 9 8 ) WALL [ 0 0 1 0 ] [ -1 0 0 0 ] 0 1 1
( 5 9 8 ) ( 5 9 18 ) ( 5 11 8 ) WALL [ 0 0 1 0 ] [ 0 1 0 0 ] 0 1 1
( 167 11 18 ) ( 167 11 8 ) ( 5 11 18 ) WALL [ 0 0 -1 0 ] [ -1 0 0 0 ] 0 1 1
}
{
( 168 42 8 ) ( 168 40 8 ) ( 5 42 8 ) WALL [ 0 -1 0 0 ] [ -1 0 0 0 ] 0 1 1
( 168 42 18 ) ( 5 42 18 ) ( 168 40 18 ) WALL [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 42 8 ) ( 168 42 18 ) ( 168 40 8 ) WALL [ 0 0 1 0 ] [ 0 -1 0 0 ] 0 1 1
( 168 40 8 ) ( 168 40 18 ) ( 5 40 8 ) WALL [ 0 0 1 0 ] [ -1 0 0 0 ] 0 1 1
( 5 40 8 ) ( 5 40 18 ) ( 5 42 8 ) WALL [ 0 0 1 0 ] [ 0 1 0 0 ] 0 1 1
( 168 42 18 ) ( 168 42 8 ) ( 5 42 18 ) WALL [ 0 0 -1 0 ] [ -1 0 0 0 ] 0 1 1
}
}
#3
05/13/2004 (2:40 pm)
...
#4
05/13/2004 (3:46 pm)
You need to enable floating point and use a version of map2dif compiled from HEAD
#5
05/13/2004 (4:18 pm)
Also, (and I'm not sure if this would affect the compile), you are missing some additional worldSpawn parameters:
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"emergency_ambient_color" "0 0 0"
#6
05/13/2004 (4:21 pm)
How do you enable floating point? I compiled the map2dif from the April 1.2 stable source code. Is that sufficient for map2dif or do I need newer source code? I'm on OS X so I can't grab the latest binary from the site.

I added the lines desmond mentioned and it still didn't work.

Can someone try to load my map into a world editor and see if it throws an error? I don't have a map maker since I don't have access to windows or a newer linux box. My linux box is really old and I'm currently on OS X. I just can't see anything wrong with it. It looks fine.

Thanks,
Joe
#7
05/19/2004 (2:22 pm)
@Joe: What program are you using to create the maps on OSX?
#8
05/19/2004 (2:51 pm)
I just tried your example above in Quark and got the following:

"Quark has found 5 invalid polyhedrons in this file. Look for the 'broken polyhedrons' icons in the list."

How are you making these brushes???

And, you don't need to turn on floating point since you appear to be using integer coordinates.
#9
05/19/2004 (7:26 pm)
I'm attempting to write an exporter for Blender. It's going a little slower than I had hoped because my regular job has been a bit nutty the last number of weeks. I have not been able to give it the amount of time I needed. I don't have windows or a newer Linux box so I have to get this to work.

Someone suggested that since many of the faces for each brush share the same points they are falling victim to a reduction algorithm. I'm going to experiment by trying to change up the points.

From what I understand, the points for each face are the points that make up the plane, not the plane normal but the plane itself. This shouldn't be that hard so I must be missing something obvious. Is there a proper order to the face list? In other words, is there an order the faces should be listed?

Joe
#10
05/19/2004 (8:43 pm)
The points can be any 3 points that lie on the plane. However they must all be wound in the same order (winding defines which way the plane is facing). The planes must define a *closed* *convex* brush.
#11
05/21/2004 (8:53 pm)
Mathew,

You were right. It was a winding problem. I made my own cube (easily added by clicking a button in the script window), added some to a scene, manipulated them then exported a working map file. Cool. Thanks for the tip. Now to make sure my UV normals are correct and working, that the texture name gets exported and lighting.

Joe