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too many t-junctions to fix up!

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Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Thu Apr 05, 2012 5:48 pm

too many t-junctions to fix up!

hi agen ... have a new prolbem ... that im not shore if its my detail on the map that is to mutch ... bekos nowe when i compiling it is just lake when i have to much func_detail

here is the compiling log

  Code:
** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar3.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: e:\spel\steam\steamapps\\counter-strike source\cstrike\materials
Loading G:\-=Hammer=-\mapsrc\oldhangar3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\spel\steam\steamapps\\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 972 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (2461 prims, max 32768 :: 65544 indices, max 65536)


** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" -fast "G:\-=Hammer=-\mapsrc\oldhangar3"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
8 threads
reading g:\-=hammer=-\mapsrc\oldhangar3.bsp
reading g:\-=hammer=-\mapsrc\oldhangar3.prt
LoadPortals: couldn't read g:\-=hammer=-\mapsrc\oldhangar3.prt


** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar3"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\-=hammer=-\mapsrc\oldhangar3.bsp
Setting up ray-trace acceleration structure... Done (2.37 seconds)
12358 faces
12 degenerate faces
360159 square feet [51862972.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12346 patches before subdivision
77086 patches after subdivision
sun extent from map=0.000000
47 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (69)
transfers 32559152, max 2393
transfer lists: 248.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(40380, 31386, 12483)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(4159, 3021, 1023)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #3 added RGB(465, 315, 90)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #4 added RGB(53, 33, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #5 added RGB(6, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0180 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  43/1024         2064/49152    ( 4.2%)
brushes               3039/8192        36468/98304    (37.1%)
brushsides           22731/65536      181848/524288   (34.7%)
planes                4102/65536       82040/1310720  ( 6.3%)
vertexes             25577/65536      306924/786432   (39.0%)
nodes                 4592/65536      146944/2097152  ( 7.0%)
texinfos              1207/12288       86904/884736   ( 9.8%)
texdata                 50/2048         1600/65536    ( 2.4%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                12358/65536      692048/3670016  (18.9%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             9589/65536      536984/3670016  (14.6%)
leaves                4636/65536      148352/2097152  ( 7.1%)
leaffaces            18147/65536       36294/131072   (27.7%)
leafbrushes           7038/65536       14076/131072   (10.7%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           109287/512000     437148/2048000  (21.3%)
edges                71897/256000     287588/1024000  (28.1%)
LDR worldlights         47/8192         4136/720896   ( 0.6%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2428/32768       24280/327680   ( 7.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         65007/65536      130014/131072   (99.2%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     3777752/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1366426/16777216 ( 8.1%)
entdata               [variable]       43067/393216   (11.0%)
LDR ambient table     4636/65536       18544/262144   ( 7.1%)
HDR ambient table     4636/65536       18544/262144   ( 7.1%)
LDR leaf ambient     16791/65536      470148/1835008  (25.6%)
HDR leaf ambient      4636/65536      129808/1835008  ( 7.1%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/16242    ( 0.0%)
pakfile               [variable]      211892/0        ( 0.0%)
physics               [variable]     1132051/4194304  (27.0%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 46276
Writing g:\-=hammer=-\mapsrc\oldhangar3.bsp
1 minute, 49 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\-=Hammer=-\mapsrc\oldhangar3.bsp" "e:\spel\steam\steamapps\\counter-strike source\cstrike\maps\oldhangar3.bsp"


** Executing...
** Command: e:\spel\steam\steam.exe
** Parameters: -applaunch 240 -game "e:\spel\steam\steamapps\\counter-strike source\cstrike"  +map "oldhangar3"



and i when to this side the some one gave me on my furst topic here ...
http://www.interlopers.net/errors/

and this is what i got on it

  Code:
Too many t-junctions to fix up! ([number] prims, max [maximum] :: [x] indices, max [y])
too many t-junctions to fix up! (2461 prims, max 32768 :: 65544 indices, max 65536)


This error will cause your map to fail compiling completely

Last contribution: Dives

Too many t-junctions to fix up!
too many t-junctions to fix up!


This error will cause your map to fail compiling completely

Last contribution: zombie@computer

fastvis = true
fastvis = true

•Strange compile errors, like 'cluster saw into cluster' errors

•Strange errors ingame (including unexpected crashes)

•Hitting limits ingame, by skipping essential optimization processses

•Lower performance ingame


Solution:
If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail


Last contribution: Anonymous


if any one have any ide howe to fix it ... i whill be warry happy
<<

daz_rich

Sergeant
Sergeant

Posts: 332

Joined: Thu Feb 07, 2008 11:53 am

Post Fri Apr 06, 2012 8:26 am

Re: too many t-junctions to fix up!

I haven't got this to work yet but you could try https://developer.valvesoftware.com/wiki/Propper
from what iv seen of the map it doesn't look like it should be causing any problems, without seeing the map we/I don't know what the real problem is
▲<Please ignore the above text since it lacks anything to do with English>▲

Image
<<

Nicadeamas

User avatar

Captain
Captain

Posts: 2606

Joined: Mon Jun 25, 2007 11:38 am

Location: Earth

Post Fri Apr 06, 2012 1:04 pm

Re: too many t-junctions to fix up!

.
A T-junctions is when your brush faces meet each other.
When it says you have to many it means your map has so many brushes that when the compiler tries to sew up the edges of all the brush faces, it has to many.
So by using Propper as Daz suggested you can turn your complicated brushwork into props. Which will simplify your map for the compiler.
Good things to turn into props would be stairs, brush based tables, window frames, complicated roof tops. Basically anything that uses lots of brushwork but only adds good looks to the map. (Func_detail stuff is good for being a prop.)
You generally dont turn large brushwork into props.

@Daz, what's wrong with Propper? Maybe I can help you get it working?
<<

Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Sat Apr 07, 2012 4:11 pm

Re: too many t-junctions to fix up!

dont know if im doing it rhigt ... when i compiling my map after i have done my stairs to propper_model and my windows frame ..

it dont show upp on the map and this is what coms up in console

  Code:
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
'listenserver.cfg' not present; not executing.
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
Can't init propper_model
Attempted to create unknown entity type propper_model!
C


and i dont know really what to do ..

here is my compiling if its needed

  Code:
** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar3.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: e:\spel\steam\steamapps\\counter-strike source\cstrike\materials
Loading G:\-=Hammer=-\mapsrc\oldhangar3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\spel\steam\steamapps\\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 972 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\-=Hammer=-\mapsrc\oldhangar3.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (1166362 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2425 texinfos to 1262
Reduced 52 texdatas to 48 (1171 bytes to 1014)
Writing G:\-=Hammer=-\mapsrc\oldhangar3.bsp
4 seconds elapsed

** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" -fast "G:\-=Hammer=-\mapsrc\oldhangar3"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
8 threads
reading g:\-=hammer=-\mapsrc\oldhangar3.bsp
reading g:\-=hammer=-\mapsrc\oldhangar3.prt
2378 portalclusters
8469 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 166794 visible clusters (0.00%)
Total clusters visible: 4877701
Average clusters visible: 2051
Building PAS...
Average clusters audible: 2370
visdatasize:1410176  compressed from 1445824
writing g:\-=hammer=-\mapsrc\oldhangar3.bsp
4 seconds elapsed

** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar3"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\-=hammer=-\mapsrc\oldhangar3.bsp
Setting up ray-trace acceleration structure... Done (2.34 seconds)
13221 faces
14 degenerate faces
365365 square feet [52612616.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
13207 patches before subdivision
79679 patches after subdivision
sun extent from map=0.000000
48 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (69)
transfers 34186077, max 2336
transfer lists: 260.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #1 added RGB(43768, 34008, 13224)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(4455, 3241, 1086)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #3 added RGB(492, 335, 95)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #4 added RGB(55, 35, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(6, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0185 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  55/1024         2640/49152    ( 5.4%)
brushes               3109/8192        37308/98304    (38.0%)
brushsides           23116/65536      184928/524288   (35.3%)
planes                4412/65536       88240/1310720  ( 6.7%)
vertexes             26687/65536      320244/786432   (40.7%)
nodes                 5228/65536      167296/2097152  ( 8.0%)
texinfos              1262/12288       90864/884736   (10.3%)
texdata                 48/2048         1536/65536    ( 2.3%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                13221/65536      740376/3670016  (20.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             9918/65536      555408/3670016  (15.1%)
leaves                5284/65536      169088/2097152  ( 8.1%)
leaffaces            18753/65536       37506/131072   (28.6%)
leafbrushes           6925/65536       13850/131072   (10.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           114785/512000     459140/2048000  (22.4%)
edges                74579/256000     298316/1024000  (29.1%)
LDR worldlights         48/8192         4224/720896   ( 0.6%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2322/32768       23220/327680   ( 7.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         63039/65536      126078/131072   (96.2%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     3875040/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1410176/16777216 ( 8.4%)
entdata               [variable]       48495/393216   (12.3%)
LDR ambient table     5284/65536       21136/262144   ( 8.1%)
HDR ambient table     5284/65536       21136/262144   ( 8.1%)
LDR leaf ambient     18406/65536      515368/1835008  (28.1%)
HDR leaf ambient      5284/65536      147952/1835008  ( 8.1%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/16446    ( 0.0%)
pakfile               [variable]      212201/0        ( 0.0%)
physics               [variable]     1166362/4194304  (27.8%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 48733
Writing g:\-=hammer=-\mapsrc\oldhangar3.bsp
1 minute, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\-=Hammer=-\mapsrc\oldhangar3.bsp" "e:\spel\steam\steamapps\\counter-strike source\cstrike\maps\oldhangar3.bsp"


** Executing...
** Command: e:\spel\steam\steam.exe
** Parameters: -applaunch 240 -game "e:\spel\steam\steamapps\\counter-strike source\cstrike"  +map "oldhangar3"

<<

Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Sat Apr 07, 2012 5:17 pm

Re: too many t-junctions to fix up!

i think what i did is so rong .. i watch this on youtube ...

http://www.youtube.com/watch?v=M3jc5RbI7d4

and i se when i but the file on originbox i missing 2 file ... i only have

propper.exe
propper.fgd

but this is a new so i dont know if its the same ..

but when i have done like heas .. and run compiling...
i dont get the same and this is just what it say on the compiling log

  Code:
** Executing...
** Command: propper.exe
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "g:\-=hammer=-\mapsrc\fawkes_stairs"

Can't load e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\filesystem_steam.dll.--VFileSystem017
Can't load e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\filesystem_steam.dll.--VFileSystem017

<<

Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Mon Apr 09, 2012 11:11 am

Re: too many t-junctions to fix up!

i got it to work now need to chanse engine version to 2009 and to it from there ...

so nowe it have done my stuff to porps .. thx 4 the tips .. :D:p

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