Kaleidoscope on 11/3/2017 at 23:48
Quick problem, if I may, as I don't think it deserves its own thread.
I spent a few hours on my map today, and towards the end my (pretty old) pc started chugging a little. At the end of working on it I tried optimising my map, and it returned the following error:
SplitPortalPolyhedronByPlane
After which the map wouldn't portalise or load. Luckily, every save I make is unique, so I managed to jump back 10 or 15 versions to before the problem, but the map is quite large and complex, and I couldn't isolate which specific part of the map was causing the problem.
I tried highlighting unsnapped and non-axial brushes and fixing those, but it didn't seem to fix the issue. In despair I rebooted my PC and that seemed to fix the issue on its own - I can now optimise and portalise even the un-corrected version of my map without issue. Is it at all likely that this issue was caused just by dromed being kept running for a long time and the computer getting bogged down and tired?
I'm going to fix any unsnapped and non-axial brushes anyway, but if this is the sort of problem that can also crop up almost at random anyway that'll be a weight off my mind going forward.
Tannar on 12/3/2017 at 15:50
I moved your post here. First, we'd prefer you didn't use the What Are You Working On thread for questions. Second, we would rather that you search for existing threads that are relevant and post there, or if none exist then start a new thread. This makes it easier for people to find what they are looking for in the future. No doubt others will get this same error and come looking for answers.
ObservingEye on 13/3/2017 at 04:45
I had this dreaded issue about 2 weeks ago, never having encountered it before. Really thought I would have to start completely over. Use area brushes to find the problem spot, and clean up if necessary. In my case, it was a couple wedge brushes that I haphazardly made a little too large as they were only being used as roofing and the player isn't supposed to get near them. Dromed is a fickle one for sure.
Kaleidoscope on 13/3/2017 at 08:22
The issue popped up for me when i started making roofs, too. In my case I think it was some oddly proportioned corner-apex pyramids that didn't quite fit. I chopped 'em out and just capped the ends of the roof with square-brushed chimneys and (fingers crossed) the issue seems resolved.
john9818a on 13/3/2017 at 13:01
This is one of the most asked questions in TEG. :p One suggestion is to make roof objects if the player never goes near them.
Yandros on 13/3/2017 at 14:18
One drawback to object roofs is that if you're using precipitation, it will collide (splash in the case of rain) when it hits the roof's OBB and not its visible model, which of course rarely align.
john9818a on 13/3/2017 at 23:16
That would be no bueno. I can see how noticeable that would be to have rain stop just short of the roof.
ZylonBane on 14/3/2017 at 00:28
Nothing that can't be worked around. Just use a few invisible physics objects to approximate the roof's shape instead.
john9818a on 15/3/2017 at 02:54
That sounds reasonable.