I am almost ready to go alpha with my CTF map but when I copied the Blu side and set up the Red and made the map whole and ran the map, I got the "Too many T-Junctions to fix!" error.
After reading various posts across the Internet, I gather that it is caused by too many func_details touching world brushes. According to an old thread on this site, moving them a single unit away from world brushes should help alot. And that waterindices were an indication somehow of how many T-junctions there will be and if you hit 100%, the map won't compile.
So I rolled back to my Blu map and started spacing my func_details but my waterindices were still at 67% which means it'll be 134% when I copy and paste the Red side I assume.
I've read that overlapping brushes or brushes off the grid may cause high waterindices, so I ran the map with no func_details to see where I was at and they were at 2.5% or 1600 waterindices. What I've read about this seemed conflicting. Do overlapping brushes or brushes off the grid cause this?
I stuck back in my first floor stairs and the waterindices jumped up to 27.8% or 18, 216 waterindices. There's five sets of stairs of them, but they only touch world brushes at their four-units-tall ends and two off them were hitting air because I had the platform they were attached to turned off.
All in all, I am almost completely in the dark over this. I can't figure out what to do because I can't figure out the relation between waterindices, func_details, and T-junctions. I understand that the geometry gets cut up or something during compile and that the func_details exacerbate this but these huge number fluctuations just don't make sense.
Can anyone shed light on this?
After reading various posts across the Internet, I gather that it is caused by too many func_details touching world brushes. According to an old thread on this site, moving them a single unit away from world brushes should help alot. And that waterindices were an indication somehow of how many T-junctions there will be and if you hit 100%, the map won't compile.
So I rolled back to my Blu map and started spacing my func_details but my waterindices were still at 67% which means it'll be 134% when I copy and paste the Red side I assume.
I've read that overlapping brushes or brushes off the grid may cause high waterindices, so I ran the map with no func_details to see where I was at and they were at 2.5% or 1600 waterindices. What I've read about this seemed conflicting. Do overlapping brushes or brushes off the grid cause this?
I stuck back in my first floor stairs and the waterindices jumped up to 27.8% or 18, 216 waterindices. There's five sets of stairs of them, but they only touch world brushes at their four-units-tall ends and two off them were hitting air because I had the platform they were attached to turned off.
All in all, I am almost completely in the dark over this. I can't figure out what to do because I can't figure out the relation between waterindices, func_details, and T-junctions. I understand that the geometry gets cut up or something during compile and that the func_details exacerbate this but these huge number fluctuations just don't make sense.
Can anyone shed light on this?