Oops, polygon spans more than one brush. - by Lady Rowena
Lady Rowena on 11/4/2006 at 17:51
This is a new one for me! :( Dromed crashes without any warning to the desktop. This error appears in the monolog.
It happens during optimizazion, after working on a me-only area and added a few (only 3) brushes.
What the hell does it means? :mad:
R Soul on 11/4/2006 at 18:01
It could be that some brushes intersect in a strange way.
Examine Crash000.log
There may be things like:
Brush 1764 (face 1)
If there are lots of entries for the same face and brush then that could be the cause of the problem.
Make sure you don't have any cuboid brushes that are rotated by a multiple of 90. As well as being a possible cause of this sort of error, that sort of rotation is unnecessary and quite sloppy.
In Dromed use the command hilight_brush 1764 to find that brush. Note that the brush number is the 'Time' value +1
It's not always easy to see a highlighted terrain brush so you can select any brush with a similar Time and use Tab/Shift-Tab to cycle to the correct one.
Lady Rowena on 11/4/2006 at 22:14
The strange thing is that I'm carrying on two twins missions, so I'm forced to duplicate each part they have in common. I mission A everything is fine, I'm having the error only in mission B.
Also, I discovered that the offending brush is one that was already there, I only have lengthened it.
I'll try to add a brush instead of streching the existing one, otherwise I'll have to delete all the work I did also from mission A. :(
Thank you for answering R Soul. :)
BTW, I don't know why but I don't have any crash.log. :confused:
Lady Rowena on 12/4/2006 at 22:11
Ok, I went 1 save back and I discovered that I already had that error before enlarging the one I thought was the offending brush (which is a sewer, 8 sides cylinder) , so I went 2 saves back, where I had a me-only area, I optimized the level without deleting anything and this time no errors. :confused: (this was weird)
I managed to strech the sewer again, I optimized, I run the pathfind db, optimized again, because I have several active areas. All was OK, no errors, not even in the monolog.
Yesterday I kept on working and I added 2 porticullis and some objects, patrol points, etc....NO TERRAIN!
Today I had the bad idea to try to optimize again and the level crashed to the desktop again! the monolog reports the same error!
Not only I have HUNDREDS of "Oops, polygon spans more than one brush", but also six of this:
[ged_rmap.c@59] Too Many Brushes in Level
But I think I didn't hit the limit yet!
I have a total brushes of 6960
3647 terrain
2680 objects
22 lights
568 rooms
32 flow
12 area - 0 active
However, how can the level crash during optimization if I didn't add any terrain?
The last line of the nonolog says:
Fatal exception occured; dumping crash info to log...
but I don't have any crash info, so I don't know where the error is
IF there is a single error....
I am desperate, I just don't know what to do.....:( :( :(
R Soul on 12/4/2006 at 23:09
2680 objects
Make sure you've increased the limit in dark.cfg.
I don't know why I have a crash000.log file but you don't. Maybe you should create a blank text file with that name (making sure that .log really is the extension) and see if Dromed can access it.
Lady Rowena on 13/4/2006 at 02:44
R Soul
Creating a crash000.log file didn't help. I have 3 installations of T2 and Dromed and in none of them it worked.
Also increasing the object limits in dark.cfg didn't work. Maybe it's because I had already increased that limit to 3500 with the command "resize_obj_id_space" ?
Maybe Dromed thinks that I have 3500 objects already?
Anyway, you were right, the blame was of the objects. That "polygon spans...." made me think of a building error...
After your suggestion I remembered a huge FM, Heist Society, they say that they couldn't optimize it anymore.
I loaded that FM....WOW more than 9000 brushes there! Well, I tried to optimize it and.....it crashed to the desktop and the monolog reported the same error as mine.
So I made a test: I deleted about 50 objects from my mission and voila! I can optimize again! :D
Well, I don't know if I will add some more terrain to my level, maybe not. But at least if I want to, now I know that I have to delete some objects.
Many thanks R Soul. :)
R Soul on 13/4/2006 at 13:01
In that case it's worth remembering that you can save objects by making simple things like tables also act like anything from the TrapTrig section of the heirarchy by adding to it the relevant script and links.
john9818a on 13/11/2019 at 05:00
Uncadonego maybe this solution can help you.
uncadonego on 16/11/2019 at 18:33
Thank john9818a.
So Lady Rowena deleted about 50 objects and that worked. Does anyone know if she added objects back after building? I need lots of markers and AI and furnishings to go.
It's just weird that if I delete the last tiny bit of construction and optimize, it's OK. The time just before that, fiddling around with that bit of construction also got rid of it.
Dromed Info
Brush Counts:
4183 Terrain, 2985 Object
19 Light, 926 Room
34 Flow, 1 Area - 0 active
Object IDs:
3007 used, 5176 free (of max 8183)
uncadonego on 16/11/2019 at 23:30
I tried deleted about 60 objects, from grass to trees and desks and chairs, planters, everything except markers, AI, or objects with door or other properties on them. The eight Oops warnings are still there. So whatever worked for Lady Rowena didn't work here. Deleting the brushes that make the hallway in the last small build session did, however, eliminate them, as previously mentioned.
I replaced all my stair supports and hand rails made by brushes with objects instead, so now I can hilight_check_snap 1, with no matching brushes, so that's not it either.
Does anybody really understand this?
Should I just continue, or is this going to crash?
Four days no new build because I don't want to go any further without knowing.....
Addendum: Removing brushes from my second last build gets rid of the warnings, even if I leave the new hallway from my last build. Getting rid of the hallway from my last build gets rid of the warnings, even if I leave the brushes from my second last build. So it's not so much the location, since the brushes from the last build and the brushes from the second last build are in two different locations. Could this be Dromed not having a more specific warning to give?
Another question: Will non-axial brushes screw things up? These brushes are however, from the stage of development from 11 years ago without warnings.