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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Leaf with too many portals
arachnofang
General Member
Since: Nov 16, 2008
Posts: 505
Last: Sep 9, 2012
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Sunday, Jul. 5, 2009 11:39 am
Hi guys!

I've got a problem with my new map.

I put a check on 'compile vis' which I do from time to time just to check that the compile reaches 'visdatasize', if it doesn't then I usually have a problem, which is nearly always 'leaf has too many portals'

Code:
File Handles:
----------------------
22745 files in iwd files
Loading map file E:\Call of Duty - World at War\map_source\mp_urban.map
writing E:\Call of Duty - World at War\raw\maps\mp\mp_urban.d3dprt

finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
assigning lightmaps...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
combining layered materials...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 963 brush sides
elapsed time 1 seconds
Finished processing world entity

Writing E:\Call of Duty - World at War\raw\maps\mp\mp_urban.d3dbsp
   60 seconds elapsed
CoD2Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
E:\Call of Duty - World at War\bin/main
E:\Call of Duty - World at War\main\iw_23.iwd (3 files)
E:\Call of Duty - World at War\main\iw_22.iwd (529 files)
E:\Call of Duty - World at War\main\iw_21.iwd (13 files)
E:\Call of Duty - World at War\main\iw_20.iwd (69 files)
E:\Call of Duty - World at War\main\iw_19.iwd (52 files)
E:\Call of Duty - World at War\main\iw_18.iwd (51 files)
E:\Call of Duty - World at War\main\iw_17.iwd (42 files)
E:\Call of Duty - World at War\main\iw_16.iwd (44 files)
E:\Call of Duty - World at War\main\iw_15.iwd (145 files)
E:\Call of Duty - World at War\main\iw_14.iwd (655 files)
E:\Call of Duty - World at War\main\iw_13.iwd (400 files)
E:\Call of Duty - World at War\main\iw_12.iwd (453 files)
E:\Call of Duty - World at War\main\iw_11.iwd (366 files)
E:\Call of Duty - World at War\main\iw_10.iwd (549 files)
E:\Call of Duty - World at War\main\iw_09.iwd (413 files)
E:\Call of Duty - World at War\main\iw_08.iwd (484 files)
E:\Call of Duty - World at War\main\iw_07.iwd (755 files)
E:\Call of Duty - World at War\main\iw_06.iwd (537 files)
E:\Call of Duty - World at War\main\iw_05.iwd (569 files)
E:\Call of Duty - World at War\main\iw_04.iwd (711 files)
E:\Call of Duty - World at War\main\iw_03.iwd (743 files)
E:\Call of Duty - World at War\main\iw_02.iwd (694 files)
E:\Call of Duty - World at War\main\iw_01.iwd (350 files)
E:\Call of Duty - World at War\main\iw_00.iwd (808 files)
E:/Call of Duty - World at War//main
E:/Call of Duty - World at War//main_shared
E:\Call of Duty - World at War\bin/raw
E:\Call of Duty - World at War\bin/raw_shared
E:\Call of Duty - World at War\bin/devraw
E:\Call of Duty - World at War\bin/devraw_shared
E:/Call of Duty - World at War//players
E:/Call of Duty - World at War//raw
E:/Call of Duty - World at War//raw_shared
E:/Call of Duty - World at War//devraw
E:/Call of Duty - World at War//devraw_shared
E:\Call of Duty - World at War\main\localized_english_iw04.iwd (363 files)
E:\Call of Duty - World at War\main\localized_english_iw03.iwd (28 files)
E:\Call of Duty - World at War\main\localized_english_iw02.iwd (3163 files)
E:\Call of Duty - World at War\main\localized_english_iw01.iwd (5164 files)
E:\Call of Duty - World at War\main\localized_english_iw00.iwd (4592 files)
E:/Call of Duty - World at War//raw/english

File Handles:
----------------------
22745 files in iwd files
reading E:\Call of Duty - World at War\raw\maps\mp\mp_urban.d3dbsp
reading E:\Call of Duty - World at War\raw\maps\mp\mp_urban.d3dprt
  4022 portalclusters
 13828 numportals
 15759 numfaces
Leaf with too many portals


I had this problem with my first map mp_jungle, and it was always a texture that had caused the problem so all I would do is go and find the problem texture and change it (problem solved) But now it doesn't seem to matter which texture I use I still get 'leaf has too many portals'.



As you can see by the screen shot, I only have two stock textures, at first I thought it was all my custom textures, but its not, its happening with all the stock textures as well.

I know from past experience that if you get 'leaf has too many portals' this will stop your map working on a server as it has happened to me a few times.

So! Does anyone have any idea what the problem is?

Thanx Ian
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Morphisnb
General Member
Since: May 7, 2006
Posts: 466
Last: Apr 24, 2016
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Sunday, Jul. 5, 2009 12:20 pm
Textures don't create portals, funkyfied structural brushed do.

http://www.modsonline.com/Forums-top-101735-0.html%23670450
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Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Jul. 5, 2009 12:23 pm
Off-Topic, But thats a nice map you got going so far.
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jul. 5, 2009 02:22 pm
Hi, i had this problem with UO. I don,t know how complicated your map is, but what worked for me was to save a copy of the map under a different name and select everything inside the skybox and make it detail. you then need to select only the brushes that you want to be structural. Hope this helps.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jul. 5, 2009 02:35 pm
A leaf is a leaf-node, one of the leaves in the BSP tree that is used to store your map. Each leaf-node is a small convex volume of space within the player-space inside the map's outer hull. Each leaf-node in the tree has a set of faces, which are flat (planar) surfaces which form portals where they meet the faces of other Leaf-Nodes in the map. This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets. Leaf-Nodes are created at the first q3map compile stage when the BSP Tree is generated. Put simply, the compiler arbitrarily splits the inside space of the map up into convex sections, using the faces of the brushes in the map to split along. To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as "detail" (Ctrl+M with selected brushes).

Given the shown size of your map, i am going to take a stab and say that overly complicated (though well detailed) is the root of your problem. I would suggest making any non-essential (ie - eye candy) brushes detail.

a word of caution - too many detail brushes = poor fps performance when the engine has to draw the brushes on the fly (while playing the map)

[angryalien]
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arachnofang
General Member
Since: Nov 16, 2008
Posts: 505
Last: Sep 9, 2012
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Sunday, Jul. 5, 2009 04:12 pm
[thumbs_up] Thanx guys! I started from scratch with just my rotunda textured with my custom textures and so far it is working fine, I think the problem was one of the buildings I put in, brushes too complex, so will have to go in with the lump hammer and chisel [biggrin]

Thanx again guys, very helpfull.

Ian.
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