WARNING: aborting terrain tessellation -- insufficient tris?

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bdbodger
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WARNING: aborting terrain tessellation -- insufficient tris?

Post by bdbodger »

What exactly is happening here ?

WARNING: aborting terrain tessellation -- insufficient tris

what is tessellation ?
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Post by jv_map »

I think tessellation means turning one large area into small triangles :?
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Post by smartaiguy »

yes, I beilve thats right
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LOD

Post by tltrude »

As I understand it, "tessellation" is what the game does to change the level of detail (LOD) to what the player has set. The LOD also tesellates as the player gets closer or moves away from a section of terrain.

I just saw that same error and noticed that all my terrain was at the lowest level of detail--even though I have "high" set in options.

Are there holes cut in your terrain without anything blocking them? I am working on map m4l0 ( the free one in the docs folder). I took out all the buildings and compiled it. That's when I got the error, and I think it was because the facets below the building had been deleted--leaving holes in the terrain. I undeleted the facets and the error is no longer showing up in the console.
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Post by bdbodger »

There was a large terain area overlapping another one sort of like a patch larger than a hole covering a hole . You should not be able to see under it . Patches where removed not deleted .
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Post by jv_map »

bdbodger wrote:Patches where removed not deleted.
Is there a difference? :?
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smartaiguy
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Post by smartaiguy »

jv_map wrote:
bdbodger wrote:Patches where removed not deleted.
Is there a difference? :?
Hmmm.... Good question :? Oh well we all make those mistakes.
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Post by bdbodger »

You can make a terain with a hole in the middle just make a large terain and press shift control click to select a 512 x 512 patch select detach on the lod menu and then delete that patch leaving a hole . Make a 1024 x 1024 terain patch and cover the first terain over the hole overlapping the hole and giveing the second terain a different texture then by lifting it or lowering it in spots you get a transision that is not a straight line like you get when you just shift control click then texture a single patch that is part of a terain . Over lapping terain get it :lol: anyway I have done that before and never got that error . I didn't make the map so I am wondering if some of the facet flags where set wrong .
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Delete / Remove

Post by tltrude »

If you delete a section using the facet editor, it can be undeleted--it is just invisable in the game. But, if you detach and remove a section, it gone for good.
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Re: Delete / Remove

Post by jv_map »

tltrude wrote:If you delete a section using the facet editor, it can be undeleted--it is just invisable in the game. But, if you detach and remove a section, it gone for good.
Ah lol now I see :) thanks Tom :)
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Post by bdbodger »

Thanks guys I know that duh . Just explaining , someone asked whats the difference between deleteing and removeing . Still have the error but thanks for your concern . and no the patch is not gone for good I can remake it :lol:
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surface flags

Post by tltrude »

Is the map you are working on from the original game?

I have a sneaky suspicion that 2015 had a surface flag that we can't see. With m4l0 I see holes next the roads (seems like max detail), but when I look at them with the facet editor, nothing is checkmarked. If I check and uncheck all the boxes, they vanish when I hit "done".

Although, I don't get the error any more, the terrain remains at the lowest detail setting. So, I may have to do it to all 500+ patches of terrain.
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Post by bdbodger »

No it is a user made map that I am scripting when I compile to test it I get to one spot that is a field made from terain over other terain . I get this error when I get to this field in the map . The frames where not good either so I removed some patches below the field that you could not see because of the other terain the was put on top to make up the field . Still have the problem and also the game even has crashed at this point . It is not a sealed skybox because I was just testing some scripting . I just don't know why at this part of the map it does this and not at other places . Not much at this point in the map terain not many models frames not good but not enough to crash the game some of the time .
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Re: Delete / Remove

Post by smartaiguy »

jv_map wrote:
tltrude wrote:If you delete a section using the facet editor, it can be undeleted--it is just invisable in the game. But, if you detach and remove a section, it gone for good.
Ah lol now I see :) thanks Tom :)
ahh :lol:
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Terrain

Post by tltrude »

If it were me, I would replace the sections of detached terrain with simple patch mesh. I think the game hates small, unconnected sections of LOD terrain.

Just to compare our two maps, could you open the .map file and see if this is anywhere: "surfaceDensity 64". I don't know how that is set for the lod sections--it may have something to do with texture scale. I haven't seen it in any other map files I have looked at.

This is in my console when I run my map--not that I know what any of it means.

stitched 62 LoD cracks
...loaded 725 faces, 100 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
Using ter_maxtris = 16384
Terrain: 1.25 MB tris, 0.88 MB verts, 0.41 MB in 591 patches, 2.54 MB total

I think I need to find out what "tris" and trisurfs" really are!
Tom Trude,

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