skacky on 21/3/2014 at 23:24
Hey there, I have a small question. Can a high number of RAW cells be responsible for the
remove_poly_edge and
didn't grab coplanar case! errors? I've been building my mission like usual and wanted to do a full compilation but the optimization failed and I saw I had something like 45,000 RAW cells, which is astronomically huge. In comparison the final amount of cells after a full processing was around 9,500 yesterday when it still optimized properly. I've been trying to delete terrain brushes and play with area brushes to no avail: as soon as the whole map optimizes it fails. The worst thing is I didn't even make crazy geometry at all recently. I have 4,365 terrain brushes and around 6,540 brushes total.
Here's the monolog.txt: (
http://pastebin.com/N3RfDQwe)
fibanocci on 22/3/2014 at 06:59
45000 Raw Cells isn't too much. I've seen much more of them, but not a single didn't grab coplanar case or remove_poly_edge- error in the same map. I don't think you're close to any limits. You have some bad bushes somewhere. You should have cared about the very first didn't grab coplanar case!-error that occured since you have more of them.
skacky on 22/3/2014 at 08:57
Well the thing is they appeared at the same time and I seriously have no idea where the incriminated brushes can be. When I use an area brush over the vicinity I created, the mission optimizes like usual. I have deleted the whole area I created and the mission still doesn't even portalize anymore.
Even the previous versions of the map which DID optimize and portalize don't anymore. I am speechless.
fibanocci on 22/3/2014 at 09:26
You need to track this down first
Quote:
ERROR: remove_poly_edge: edge not in poly list.
It's a strange error that occurs now and then, it's gone if you move the bad terrain brush a little bit (or remove it, of course). I think it must be one of the latest terrain brushes that you created or changed a bit. Maybe stairs/roofs or something. It can even happen if you accidentally "created" a small brush by clicking in a DromEd-window and portalize it.
Snap all brushes to the grid, rotated brushes too. Use 200x200-area brushes all over the place, to find the bad area, then smaller ones - depends on the size of the map.
Quote:
Even the previous versions of the map which DID optimize and portalize don't anymore. I am speechless.
Reboot your PC, you never know.
skacky on 22/3/2014 at 11:43
Yeah, restarting made the trick. I found the brush in question, it was a house I built against a tower. The weird thing is all these brushes were properly aligned (grid 13) and weren't even complex. I seriously don't know.
Good to know 45,000 RAW cells isn't that much, I was afraid there for a second.
skacky on 22/3/2014 at 15:32
Hmm, I thought I had fixed the issue but no matter what I do, it still appears, even if I deleted everything I made in the problematic area and built somewhere else. I don't know what to do. I don't want to scrap the mission because of that shit, because there is still lots of things I need to build and I'm nowhere near the limits. If anyone wanna have a look at the map, I'd be happy to let you see.
For now I'm too fed up with that.
fibanocci on 22/3/2014 at 15:38
I could take a look at it. Please tell me, where the bad brushes are supposed to be.
Xorak on 23/3/2014 at 03:35
I get the remove_poly_edge error so often, especially when putting rotated brushes inside of column brushes. I was getting the error when I only had 30 or 40 brushes in my map. It's even more common now because of the 20 sided columns and such, the urge to go more complex, and all the interesecting brush-lines that result from that. I mean, rotate a cube on three dimensions, stick it into a column, and you're probably going to get the error sooner or later. It's usually a pretty easy fix though.
DrK on 23/3/2014 at 11:32
Just for info I reached over 69000 RAW cells and it worked fine.
I've had these errors multiple times in my current mission, and most of the time it were old brushes which were involved, and not the recent ones. For some reason, I had bad brushes which worked fine for some time, but they went mental when I added one far away, it's kinda random. Most of my problems came from large air brushes which contain several parts of the city.
My suggestion : create several mini area brushes, multibrush their content, and delete these multibrushes one by one. You optimize the whole mission, if it doesn't work you delete one more area, and so on until you manage to optimize properly. It should give you a proper location of the faulty brush.
In the past, I used to create a large area and optimize the whole mission step by step by moving the area from the left to the right, so at some points it would stop optimizing and I could pinpoint the faulty brush that way. But I think it doesn't work the same way with newdark, I couldn't solve my problems that way...
fibanocci on 23/3/2014 at 11:50
We found the problem. Many brushes were not snapped to the grid.