| Author |
Topic: Map Switching to Backlot from HQ (KOTH) |
| fsxfreak |
General Member Since: Apr 24, 2009 Posts: 28 Last: May 10, 2009 [view latest posts] |
|
|
|
|
| fsxfreak |
General Member Since: Apr 24, 2009 Posts: 28 Last: May 10, 2009 [view latest posts] |
|
|
|
|
| DeekCiti |
 |
General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
|
|
|
|
| fsxfreak |
General Member Since: Apr 24, 2009 Posts: 28 Last: May 10, 2009 [view latest posts] |
|
|
|
|
| Blade_MacTavish |
 |
General Member Since: Jun 7, 2009 Posts: 438 Last: Jul 8, 2012 [view latest posts] |
|
|
 |
|
|
| DeekCiti |
 |
General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
|
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Mar. 15, 2011 07:20 pm |
 |
Blade_MacTavish writes...Quote: I'm having the same issue. All 7 of my HQ's are placed with a trigger completely surrounding them. I triple checked all the key/values. The reflection probes are also placed correctly and the map does refresh. So, I'm not sure what's up...
If a map doesn't "refresh" or update, 99.9% of the time it is due to an error in your BSP compile (log).
Either post your log here to have someone look it over, to point out the error or look through it on your own.
You should get in the habit of skimming your compile log after EVERY compile, no matter how few changes. That and making a text file of the log to go back on, so a recompile is not necessary every time to get errors. |
 |
|
|
| Blade_MacTavish |
 |
General Member Since: Jun 7, 2009 Posts: 438 Last: Jul 8, 2012 [view latest posts] |
|
|
 |
|
|
| DeekCiti |
 |
General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
|
|
|
Category: CoD4 MP Mapping Posted: Wednesday, Mar. 16, 2011 12:55 am |
 |
The only error causing your map not to update is the following:
Code: **********************
******* leaked *******
**********************
================================
WROTE BSP LEAKFILE: C:\Program Files\Call of Duty - Modern Warfare\map_source\mp
_russian_invasion.lin
================================
Surprised you didn't see that in the log.
Anyways, Check your skybox.
In radiant.
Go to file>error file.
Then go to file>pointfile.
Will put a red line through your leak.
|
 |
|
|
| Blade_MacTavish |
 |
General Member Since: Jun 7, 2009 Posts: 438 Last: Jul 8, 2012 [view latest posts] |
|
|
 |
|
|
| DeekCiti |
 |
General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
|
|
|
Category: CoD4 MP Mapping Posted: Wednesday, Mar. 16, 2011 03:27 am |
 |
Blade_MacTavish writes...Quote: I get the pointline, but I can't seem to figure out the problem. When I look in the .lin, I get 2 coordinates. When I fix one I get another. It's driving me nuts. ![[banghead]](images/BBCode/smilies/banghead.gif)
If you have models, brushes, or portals, make sure all of them are on in the Filters ( f ). Basically, turn everything on ( check ) in the filters. Although I don't think it is portals, because the error doesn't specifically say "portal".
Look at the pointfile and check where the red line is going through the skybox. Is a model or brush going through the skybox?
Maybe redraw your skybox?
Maybe you have multiple errors that are creating that leak?
You have to recompile to attempt to fix the leak. The error file won't go away until the compiler updates the .lin file. The red line ( pointfile ) won't go away until recompiled. So even if you fix it in Radiant, and then check the error again without recompiling, it will still show the same error.
Sometimes it is really hard to figure out what the line is looking at. I've had bad geometry that was invisible before, but the red line was pointing at something I couldn't see. I had to copy the parts of the map over to a new map in order to fix it. You'll have to debug the situation and figure out how to fix that problem. Also, try and remember the things that you did before your last compile, when the map was still updating. Work backwards. |
 |
|
|
|
|
mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
|