LarryG on 20/8/2017 at 05:03
I created the wine rack just like the one in the OM missions. I started with a square solid brush, then a smaller square solid->water brush, then all the wine spaces as evaporate brushes, then lastly a water->solid brush the same size as the solid->water. I had assumed that building this way was better somehow. But it has given rise to a plethora of cells and warnings (like, Splitting large cell @ -577.31515 425.29718 -531.9682: 94 polys, 172 vertices). It has gotten to the point that if I modify any geometry anyplace in the mission I get an error which prevents portalization:
ERROR: Too many cells.
ERROR: portalization failed, no WR was generated (try to locate and tweak problematic location or brush)
The cells around the wine rack look like:
[ATTACH=CONFIG]2380[/ATTACH]
I was hoping that a blockable brush would help, but so far wherever I put one I get: ERROR: Too many cells when portalizing after.
I've never understood blockable brushes, maybe I'm doing it wrong. Does the exact time for a blockable brush matter other than after the brushes causing the cell problems. Is there a proper approach which will fix this? Or should I just live with the fact that I'm done with geometry now. I'm mostly done, but for a few minor edits I would like to make, but can't because of ERROR: Too many cells.
Yandros on 20/8/2017 at 13:51
I would think that is a prime candidate for an object instead of terrain brushes.
LarryG on 20/8/2017 at 14:25
Yeah. I know. But the shadows on it look so good on it built from brushes, and won't with an object. I may just have needed to hear someone else say that out loud, as much as I didn't want to hear it. Sigh. So no magical "Just do x and it will get all better"? <unhappy puppy ears>
R Soul on 20/8/2017 at 15:08
The wine rack's cells will look cleaner if the holes are made from 4 sided cylinders instead of cuboids, but I can't say if that will prevent the errors you've started getting. If you still get errors, consider all those dodecahedron's you've been using.
Blockable brushes split up any (or most) cells that intersect them. I tend to use them to create a simpler set of cells to help with AI navigation.
E.g.
May cause AI confusion:
(
http://catmanofiowa.com/RSoul/img/path1.jpg)
Create a blockable brush here:
(
http://catmanofiowa.com/RSoul/img/path2.jpg)
The main route for the AI is now simpler:
(
http://catmanofiowa.com/RSoul/img/path3.jpg)
ZylonBane on 20/8/2017 at 15:40
Quote Posted by R Soul
The wine rack's cells will look cleaner if the holes are made from 4 sided cylinders instead of cuboids...
How can that be possible, given they're literally the same shape?
john9818a on 20/8/2017 at 16:53
What if you multibrush the wine rack and add it into your mission after all of the other terrain is finished? Either that or make sure any new brushes have a timing earlier than the wine rack brushes.
In the past I've had problems with rotating cuboids but oddly not cylinders or wedges.
LarryG on 20/8/2017 at 19:32
I've decided that Yandros is right. It is time to bite the bullet, delete the wine rack brushes and replace them with an object.
R Soul on 20/8/2017 at 21:59
Quote Posted by ZylonBane
How can that be possible, given they're literally the same shape?
It may be related the the cylinders' vertices being on the grid, leading to fewer problems with floating point numbers.
ZylonBane on 21/8/2017 at 02:48
Larry, is that wine rack built from holes in solid, or intersecting planks in air? Whichever way it was done, maybe doing it the opposite way would work.
LarryG on 21/8/2017 at 03:06
I copied how it was done by LGS in T1. Basically they used subtractive geometry operations, starting with a solid brush, subtracting geometry via solid ->water for the inset, then evaporating the holes, and finally making water -> solid to get back the inset. I think it was done this way to get the otherwise difficult to model triangles quite easily. Quite clever, actually. Bottles can just be dropped in place, and the brushwork takes care of placement, unlike with an object where you have to place each bottle carefully. But that approach also plays merry hell with cells. To my downfall.
[ATTACH=CONFIG]2381[/ATTACH]