uncadonego on 7/11/2019 at 11:39
I have an area brush to help work on one spot at a time, but it was not-me-only'd for the optimization
Unna Oertdottir on 7/11/2019 at 12:20
Can't see the coordinates. There are so many oops errors. this smells like multibrush. You should snap rotated brushes first
hilight_check_snap 1
hilight_do_snap 1
hilight_check_snap
hilight_do_snap
and optimize.
uncadonego on 7/11/2019 at 12:23
I won't snap_1 because it will change the angle of cylinders and railings etc the way I built them.
I know exactly what save it starts happening though. Will it be something built from the last save with no warning to the next save with warnings, or is funkier than that?
I never imported any vbr's or multi'd anything in this build if that helps.
I did hilight_check_snap 1 and two brushes hilighted, but i didn't do snap. There are recent brushes but not multi'd.
I'm going to my last save and going to delete those two brushes before opt, and see what happens.
Deleting them and opt didn't change the number of warnings.
I cloned a few brushes, I'll see if I got lazy and rotated some solids at 90 degrees without thinking.....
Unna Oertdottir on 7/11/2019 at 12:43
So you have some bizarre angles on brushes that you want to keep intentionally. That's the culprit of the error, I suppose.
There are many FMs out there with brushes in bizarre angles. They are more or less close to crash. But as long as DromEd doesn't crash, it's okay.
If DromEd ever complains: Hey, this is too much! I crash! You can snap the brushes. Later you can put the brushes in strange angles again. Some blockable brushes near the other brushes can help you then.
Note the brushes, you might need it.
If you want to see nice stairs with a bizzare angle, load (
https://thiefmissions.com/m/Nepumuk) Freedom for Nepumuk
uncadonego on 7/11/2019 at 14:01
I found the culprits. I made an air brush and then on the ceiling I had 0.25X54X1.5 solid brushes with wood texture as rafters. Deleting those eight rafters got rid of the warnings for some reason. Not fully figured out, but problem gone.
Unna Oertdottir on 7/11/2019 at 14:29
You could load a old cow and note the coordinates of some rafters. The we can compare the data with your monolog.
uncadonego on 7/11/2019 at 15:05
I'm thinking that two warnings may have been connected. More than 32 edges after poly merge....when I vm_teleported to those co-ordinates, it took me to that room, half way between the floor and the ceiling, directly under the center rafter. Let me check that the 32 edgey thing is also gone now. Be right back.
More than 32 polys after edge-merge is gone now too, both in newest build area, in the exact same room, dead center.
john9818a on 7/11/2019 at 18:14
I have noticed that the order of brushes can sometimes cause errors too. If you add details to old brushwork, change the time value of the new brushes i.e. your rafters so that they occur immediately after the air brush they are placed in.
uncadonego on 7/11/2019 at 21:59
So even NewDark can still be whackadoodle, then.....hmmmm.......
Yandros on 8/11/2019 at 13:28
Definitely. You may be able to use simple cuboid objects for those rafters, depending on the lighting on the ceiling. I have a 4x4x4 cube with replaceable sides that I use all the time for things like this, as well as for flat decals and the like.