Oops, polygon spans more than one brush. - by Lady Rowena
R Soul on 17/11/2019 at 01:04
Without seeing your mission it's hard to tell, but non-axial brushes sound are risky things to use. Try using wedges, which can be grid snapped, to approximate the shapes instead. If that's not feasible you have to swallow your pride and allow those parts to be visually simplified.
Have a look at the screenshots here:
(
http://catmanofiowa.com/RSoul/fm2.html#mission3)
(thumbnails on the left)
The second one shows the stairs up to the front doors.
Scroll down and you'll see that they used to be rounded. I think I used combinations of flood/evaporate etc cylinders to smooth off the edges, but the steps were non-axial. I don't think I got any errors (it was more the prospect of trying to build the edges that stumped me), but the above shows a good example of how you can keep everything clean and still get a nice looking result.
uncadonego on 17/11/2019 at 04:02
But why would some non-axial brushes that have existed without issue for 11 years without any warnings show up as an Oops warning now, but be rectified only by deleting one of the two last small areas I have worked on?
P.S.- I hilighted non-axial, and then snapped hilighted. Optimizing no longer showed the errors, but I can go back three saves and optimize without errors, even though all the non-axial brushes are there. If I can get through, I'd rather leave it, because it entirely spins the cylindrical library by the smallest bit to throw off the entrance and textures.
I don't know if I've ever released anything without some warnings. Has this ever crashed someone's mission that anyone knows of?
R Soul on 17/11/2019 at 13:55
It could be that the more recent brushwork interacts with the old brushwork in some way (again, without seeing it I can only speculate). Or it could be a red herring. I'd be interested in looking at the mission to see if anything stands out as being problematic.
uncadonego on 17/11/2019 at 19:09
Send me a PM with your e-mail address. I'll send you a mission zip file through Filestofriends if you're really interested in looking at it. The recent brushwork is miles to the north and a few hundred feet up the z axis of the non-axial brushes.
gamophyte on 17/11/2019 at 22:06
I may be off base, but I had apex pyramids causing this issue, but never had an issue in early builds, then one day the error gave me coordinates right at them (I removed one then issue targeted the other). I instead used a wedge and cut the outside with air brushes to get the taper I wanted.*Issue went away.
R Soul on 19/11/2019 at 22:24
I've been experimenting. Here are my findings:
hilight_nonaxial is more fussy than I thought. I thought it only highlighted brushes whose rotation was not 'grid snapped' (i.e multiples of 22.5), but it actually looks for multiples of 90, which is very strict.
The library can be fixed without too much drama. You have to make the cylinders 'align by sides' before creating them. The replacement cylinders will need to have smaller dimensions but they can closely match what was there before. For the parts with the bookshelf textures, 46x46 should do. Also worth trying out the uvmap_cylinder command to get the texture to align neatly to the faces.
The ruined stairs near the starting point have diagonal beams that are also not 'snap' rotated. Same for some wooden trim to the north (376.5, 320.125, 104.375 and its counterpart). Removing them (replacing with wedge-derived brushwork or objects) and fixing the library seems to eliminate the error message in the thread title. The brushwork of that room is a bit odd. It would be better with just one cuboid and one wedge for the basic room shape, and some solid brushes for the steps.
I also noticed some pyramid brushes that were 4 sided but rotated 45 degrees (revealed by the hilight_nonaxial command). Again, better to remake them after choosing align by sides so their edges properly line up with the cuboid brushes they're attached to.
There are some places with 3 sided cylinders. I think they should be replaced with 4 sided cylinders aligned by vertices. I don't think they're causing errors but with 4 sided cylinders or wedges you can keep all the vertices on the grid.
uncadonego on 20/11/2019 at 22:58
I know all of that stuff eliminates the error messages, I did most of that stuff as an experiment and saw the errors go away, but didn't save it. What mussed me up was that deleting the last or second last room I built, which have no issues like that, also got rid of the errors. That's what threw me for a loop.
Addendum: Tried replacing library brushes with cylinders aligned by sides but the warnings were still there. However hilighting non-axial then snapping them eliminates the warnings, but then the brushes aren't aligned right. I replaced the broken stairs risers with objects, and I replaced the rooftops four sided pyramids rotated at 45 degrees but the warnings are still there.
Will keep experimenting from time to time.
john9818a on 21/11/2019 at 03:08
ZB posted this link in another thread: (
https://nothings.org/gamedev/thief_rendering.html) https://nothings.org/gamedev/thief_rendering.html
Quote:
The Thief editor was (is?) notorious for having weird problems where a change to one brush might trigger a failure in the CSG generator at an entirely unrelated place in the level--a failure which meant the level simply failed to "compile".
I see this as one example, but overall changing or adding brushes at one end of the map can affect something on the other.
uncadonego on 21/11/2019 at 22:14
So I may never really find it. As long as it doesn't crash, I guess I'm going to live with it with trepidation.
I know for sure deleting part of what I've worked on this week will make it go away, I also know that changing the rotation on the library cylinders will make it go away, which is very undesirable. And now I find it could be neither! Ha! Ha!
Dromed, what a temperamental domme.
I'd still like to thank R Soul for taking his personal time and effort to look through the file and find problems for me. We really have a communal atmosphere on this part of the boards.
GORT on 22/11/2019 at 20:38
I've dealt with this error in Enigmatic Treasure. It was about terrain brush placement. When you see this error in the mono, try to check what it says right before or after the error. There should be some coordinates. Try checking those areas. If the mono is going too fast for you to check, you can use the Pause/Break key to pause the process in time to see it. To continue, press any key.
Hope that helps. :thumb: