Tim astes buildings in cshop
by Mario N. Bonassin · in Game Design and Creative Issues · 08/28/2005 (2:58 pm) · 10 replies
I keep getting these outputs when I export an aste building. It seems to export fine but I was wondering what would be causing these errors and if they are something I should worry about.
Temporary crash file: 'test_crashed.csm'
Reading CSM v5.
Performing fixups on CSM geometry.
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
Converting CSM to MAP.
Texture smartcopy.
OLDPAINT1
RIVETBOX
STREET_BLACKTOP
Parsing map.
Creating BSP.
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
Marking active zones.
Creating surfaces.
Processing lightmaps.
Grabbing surfaces.
Processing surfaces.
Creating shadow volumes.
Processing emitter BSPs.
Lighting 1118 surfaces...
9.93%
19.86%
29.79%
39.71%
49.64%
59.57%
69.50%
79.43%
89.36%
99.28%
Processing alarm lighting.
Sorting and packing lightmaps.
Statistics:
- Brushes
+ total: 337
+ structural: 337
+ detail: 0
+ portal: 0
- Lightmaps
+ sheets: 1
+ lumels: 36507
+ border pixels: 0
+ sheet pixels: 65536
+ efficiency: 55.71%
+ uncompressed bytes: 192kb
- Number of zones: 1
- Number of surfaces: 1118
- Ambiguous brushes: 0
- Orphaned polygons: 0
Exporting to runtime.
Writing 'C:\Documents and Settings\Mario N. Bonassin\SDK\example\starter.fps\data\interiors\test.dif'.
Done!
Temporary crash file: 'test_crashed.csm'
Reading CSM v5.
Performing fixups on CSM geometry.
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
WARNING: Detected concave brush!
Converting CSM to MAP.
Texture smartcopy.
OLDPAINT1
RIVETBOX
STREET_BLACKTOP
Parsing map.
Creating BSP.
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
Marking active zones.
Creating surfaces.
Processing lightmaps.
Grabbing surfaces.
Processing surfaces.
Creating shadow volumes.
Processing emitter BSPs.
Lighting 1118 surfaces...
9.93%
19.86%
29.79%
39.71%
49.64%
59.57%
69.50%
79.43%
89.36%
99.28%
Processing alarm lighting.
Sorting and packing lightmaps.
Statistics:
- Brushes
+ total: 337
+ structural: 337
+ detail: 0
+ portal: 0
- Lightmaps
+ sheets: 1
+ lumels: 36507
+ border pixels: 0
+ sheet pixels: 65536
+ efficiency: 55.71%
+ uncompressed bytes: 192kb
- Number of zones: 1
- Number of surfaces: 1118
- Ambiguous brushes: 0
- Orphaned polygons: 0
Exporting to runtime.
Writing 'C:\Documents and Settings\Mario N. Bonassin\SDK\example\starter.fps\data\interiors\test.dif'.
Done!
About the author
#3
08/28/2005 (4:13 pm)
Thats cool to know but what about the first error? any ideas on that one?
#4
The "Error, bad lmap coord" message i've seen happen when importing a TSE DIF into TGE. Make sure you don't have the "TSE Compatible" checked in the export dialog unless you're using the DIF with TSE.
08/28/2005 (6:30 pm)
@Mario - Light.exe doesn't work with the Pipeline exporter path as it uses the default Torque lightmap generation. Other than that the warnings you're getting during export are very possible. The .map format isn't that great as it allows for numerical inaccuracies when transferring data from one app to another. So it's possible some of the concave brushes are truly in the original map from Tim, but it's also possible that it is a floating point inaccuracy. The "Error, bad lmap coord" message i've seen happen when importing a TSE DIF into TGE. Make sure you don't have the "TSE Compatible" checked in the export dialog unless you're using the DIF with TSE.
#5
I also made sure that the TSE was not checked. Also I realize I could just use the difs that came with the pack but I want to be able to manipulate them if I want too.
Thanks for you help Tom.
08/29/2005 (12:31 am)
The lmap error seems to happen with several of tims buildings. I tried just importing them then turning around and exporting and I kept getting the same error that would crash tge.I also made sure that the TSE was not checked. Also I realize I could just use the difs that came with the pack but I want to be able to manipulate them if I want too.
Thanks for you help Tom.
#6
Your profile says you're a beginner programmer... maybe you can try this other option. Go to line 2125 and 2126 in interior.cc... this is where this error message is triggered. You could try commenting them out and rebuilding to see what effect it has.
08/29/2005 (12:41 am)
Assuming your using 1.3, you could try setting the lightmap border size to 2 or so in the worldspawn properties (see the Pipeline help file for details on that). That might serve as a work around in this case.Your profile says you're a beginner programmer... maybe you can try this other option. Go to line 2125 and 2126 in interior.cc... this is where this error message is triggered. You could try commenting them out and rebuilding to see what effect it has.
#7
08/29/2005 (3:16 am)
Have you tried loading the maps in Hammer to see if the errors are there also, as a diagnostic? I have loaded them into hammer 3.4 with no issues..
#8
Thanks.
08/29/2005 (11:01 am)
I had read that about the lightmap border in the help file but didn't think to try it. But I did and it seem to have worked thanks. It seems tims worldspawns don't have all the information listed, which i assume is default anyway, but i deleted his worldspawn and created a new one with the new lightmap border and its all working now.Thanks.
#9
@Mario - That makes me think that i've got some sort of slight numerical imprecision in uv generation. I'll put it in my list of things to look into in a future release.
As for the worldspawn... yea anything that wasn't in the properties was getting the default value as specified in the help file.
08/29/2005 (11:10 am)
@Ron - Well it's more than just loading them in Hammer... did you export them into DIFs and load them into TGE?@Mario - That makes me think that i've got some sort of slight numerical imprecision in uv generation. I'll put it in my list of things to look into in a future release.
As for the worldspawn... yea anything that wasn't in the properties was getting the default value as specified in the help file.
#10
09/03/2005 (7:43 pm)
Never mind, world spanw edit fixed it.
Torque Owner Mario N. Bonassin
I just tried to put this interior in torque and it gave me an error and crashed.
"Error, bad lmap coord!"
I'm also getting an error in cshop when I go to calculate lights saying failure to initialize light.exe.
Could these be related?