SneakyGuy101 on 9/8/2014 at 04:51
So recently I was working on my mission and I was going to portalize but when I did it said that the Portalization Failed and in the mono window this message came up
Quote:
ERROR: SplitPortalPolyhedronByPlane: Polyhedron didn't cross plane
ERROR: portalization failed, WR was cleared
What the hell is going on with it? I literally have no idea what it means and I need to find out how to solve this problem :(
Grr sometimes I just despise you dromed!!!! :mad:
GORT on 9/8/2014 at 04:55
Can you still work in DromEd? I've had this happen to me before, but I was able fix it.
What were you doing terrain wise right before this happen?
Yandros on 9/8/2014 at 05:29
First, take a deep breath, then Optimize instead of Portalizing. I rarely portalize unless I'm just doing a small Me-Only'd area brush. You may not get the error with optimize, but you probably will.
Then, search here for that error, it's very common and there are plenty of threads offering advice. It could be you have unsnapped brushes that need to be nudged back onto the grid. Or, you may have introduced issues when resizing your big air brushes, like kdau had in (
http://www.ttlg.com/forums/showthread.php?t=141824) this thread. Or a variety of other things, like going past the 1000 coordinate limit in any direction from 0,0,0.
SneakyGuy101 on 9/8/2014 at 06:01
it turns out that the multibrush I added was causing the problem and it did because I accidently put it in my FM wrong by making it show up on the grid with a .01 instead of a .00 so it wasn't on the grid correctly.
I'll just put the multibrush back in but correctly this time :laff: I'm just glad that it wasn't because of my modifications :)
Yandros on 9/8/2014 at 21:34
Ah yes, multibrushes won't snap automatically, so you should use the highlighting commands to snap to your current grid after you've positioned them. Even if the brush coordinates say .000 or .500 etc., they might still be unsnapped.
ZylonBane on 13/8/2014 at 12:22
Quote Posted by Yandros
First, take a deep breath, then Optimize instead of Portalizing.
Eh? I've found Optimization to be far more prone to failure than Portalizing when there are dodgy brushes about.
R Soul on 13/8/2014 at 14:42
I know we can now have higher polycounts but we still need to optimize at some point. It seems better to do this at least occasionally so problematic brushes can be found sooner rather than later. I'm sure you're making a good point and would welcome elaboration.
LarryG on 13/8/2014 at 14:59
I bite the bullet and optimize every time. It really doesn't take that much longer than just portalizing. And I believe it is safer to do so in the long run. You want to find the dodgy brushes as early as possible.
Yandros on 13/8/2014 at 23:05
I portalize when working on new terrain in a Me-Only'd area brush and I'm needing to do it very often. Other than that, I optimize most of the time. But really I suggested he do that to see if it provided any additional info on the issue, or possibly fixed it, not because I prefer optimizing over portalizing.