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WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 8:15 am
by AEon
In my bsp compile (q3map2) for AEcantw2 I get this warning:

Code: Select all

--- MergeMetaTriangles ---
0...1...2...3...4...5...6...
WARNING: Flipped triangle: (   996    624    -30) (  976    624      0) (  1040    624    -96)
WARNING: Flipped triangle: (   996    400    -30) (   976    400      0) (  1040    400    -96)
7...8...9... (0)
The obvious path: Open the .map source file in a programmer's editor, search for the coordinates, take note of the brush number, then search for that brush number in GTKradiant, delete it, to then recreate it... alas, does not work. Because those coordinates for some reason are not in the .map file.

Any suggestions?

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 8:37 am
by Silicone_Milk
Is it actually visible within the game? I'd ignore it if it isn't.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 8:37 am
by Delirium
http://forums.urbanterror.net/index.php ... #msg150323
in this post Dragonne talks about it, not sure if it might be any use.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 8:42 am
by AEon
@Silicone_Milk
I have not noticed it, yet. But that may only mean I have not been looking closely enough.

@Delirium
Alas that link is about terrain. Though it does hint that massive amounts of not properly caulked brushwork (here terrain), may cause such an issue. I have been "relatively" on the ball concerning caulking, though.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 1:21 pm
by Hipshot
Just delete the brush in the .map file, you don't need to look it up into radiant...

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 2:24 pm
by AEon
@Hipshot
As I pointed out the coordinates do *not* occur in the map file. So I cannot locate the appropriate brush and delete it.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 2:46 pm
by Hipshot
Sorry, I thought you were looking for the brush number within radiant.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 2:47 pm
by Hipshot
Make a new level and copy paste over the old level? That has solved similar errors for me when I have had brushes that for some reason didn't exist but actually did existed...

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 3:26 pm
by ^misantropia^
You have a surface where two or more tris (triangles) share the exact same coordinates. It doesn't really matter, though. q3map2 simply filters out the duplicates.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sat Sep 12, 2009 8:32 pm
by AEon
Hmm... my changes to the geometry in the map, adding new areas, I almost completely deleted one sector seems to have removed the issue... whee... I think.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sun Sep 13, 2009 12:05 am
by obsidian
IIRC, it may also have to do with certain brushes with many many faces.




Not unlike this guy:
Image

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sun Sep 13, 2009 8:29 am
by AEon
I was a tad slow to "get it". I could have located the location in GTKradiant, using those conflicting coordinates, to delete the brushes there. Still strange that the exact coordinates (i.e. vertices) are not in the map file, q3map2 may be referring to a plane instead.

Re: WARNING: Flipped triangle ... How to fix this?

Posted: Sun Sep 13, 2009 9:29 am
by ^misantropia^
Yeah, they're coordinates on the same surface (as in brush face). The warning occurs during the meta phase, when surfaces are merged, so if you have any intersecting brushes, that might well be the cause.