Hi folks.
I'm at the end of my rope. I'm having an issue with compiling my TF2 map - once I'd added a fair amount of detail to it (nothing excessive; it's not even as detailed as the official valve maps), I'm no longer able to compile. My compile log:
Given a bit of google searching, I found the following (via http://www.interlopers.net/index.php?page=errors):
Here's where I hit the brick wall
. I have a good bit of func_detail brushes in the level - staircases, platforms, wall trim - and from what I've read, the only way to resolve this issue is to convert some of that into static props. I downloaded XSI mod tool, but either the wiki page (http://developer.valvesoftware.com/...your_map_into_a_prop_static_with_XSI_Mod_Tool) is out of date or is assuming user knowledge that I don't have, cause trying to follow that gets me nowhere. Can anyone point me to a better/more recent tutorial, or a different solution to my t-junc compile failure?
Also, if this needs to be in a different forum, please let me know (or go ahead and move it). Thanks in advance.
I'm at the end of my rope. I'm having an issue with compiling my TF2 map - once I'd added a fair amount of detail to it (nothing excessive; it's not even as detailed as the official valve maps), I'm no longer able to compile. My compile log:
** Executing...
** Command: "c:\program files\steam\steamapps\josephh\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\josephh\team fortress 2\tf" "C:\Program Files\Steam\steamapps\josephh\sourcesdk_content\tf\mapsrc\final20080907"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\josephh\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\josephh\sourcesdk_content\tf\mapsrc\final20080907.vmf
Patching WVT material: maps/final20080907/nature/blendrockground007_wvt_patch
Patching WVT material: maps/final20080907/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/final20080907/nature/blendrockground004_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (2)
Find Visible Detail Sides...
Merged 6540 detail faces...done (5)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3227 prims, max 32768 :: 65538 indices, max 65536)
Given a bit of google searching, I found the following (via http://www.interlopers.net/index.php?page=errors):
Too many T-juncs to fix up!
Description:
(from Jeff Lane, Valve) "VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level.
Solution:
If that is the case, you could fix the problem by reducing the number of func_detail brushes in the level, especially ones that touch non-detail geometry. It's probably a sign that you have too much complex brush geometry in the level, and would benefit from having some of it be model geometry instead."
See also:
WIKI: making models out of brushes with XSI
This error will cause your map to fail compiling completely
Here's where I hit the brick wall
Also, if this needs to be in a different forum, please let me know (or go ahead and move it). Thanks in advance.