Compile Error, Nothing from Interlopers.net

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
FinalLightFace: 0.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
.1...2. warning - face vectors parallel to face normal. bad lighting will be produced
..3... warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
4...5...6...7...8...9...10 (8)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 24 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

I've never seen the "face vectors blah blah blah" error before, interlopers.net compiler doesn't say anything about it so I thought I'd ask here about it.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
No leaks, the map looks fine when run as far as I can tell, it doesn't give me a brush # and alt+p shows nothing.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
As Cameron said, remake the brush. I've had this problem before and it created horrible orangish lighting on the faces it complains about.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
ugh, well this will be fun finding out which brush it is then. cause I don't exactly compile after each brush I make and it doesn't list a number for the brush. :facepalm:
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Use the cordon bounds tool :)cordonedit:) to find the suspect brush.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Thats what I'm doing right now, but its still a pain because I've been doing detailing on 2 buildings (frames, edgings, pillars, that kind of stuff) and so I've got around 80brushes to check over a 2000unit area.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Run through it in a organised manner. Try turning off func_details and see what happens.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Run through it in a organised manner. Try turning off func_details and see what happens.

Thats what I ended up doing, it took around 35minutes for me to find the brushes that were acting up. Oddly enough though it was 2 different brushes, both of which had been copy-pasted along with around 12 other copies of the same brush while I was making some of the wooden frames for the inside of a roof. Only 2 of them were messed up, and deleting those two and just re-copy pasting the EXACT SAME brush I had used originally fixed the problem.

~_~