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Topic: Leaky seams. |
| Filbert |
General Member Since: Jan 24, 2005 Posts: 869 Last: Oct 21, 2009 [view latest posts] |
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| m4dmax |
General Member Since: Jan 27, 2005 Posts: 31 Last: Mar 29, 2008 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Sunday, Feb. 27, 2005 05:26 pm |
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make sure you turn all of your views on (view --> show --> checkmark all) and that you are not filtering anything out (view --> filter --> checkmark everything)
then load pointfile
a leak isnt neccessarily a hole in your skybox, but can be something outside of your skybox, and following the line can be difficult
also, a leak (.lin file) that is shown in pointfile isnt always a skybox leak....if you have portals, it could be a portal leak that you are following....make sure that you scroll through all of the leak locations to find the one that is causing the map to leak |
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| Filbert |
General Member Since: Jan 24, 2005 Posts: 869 Last: Oct 21, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Monday, Feb. 28, 2005 08:34 pm |
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Okay, I don't get to map on the weekends so it took awhile to test things. I made some changes, checked out some things, deleted my leaking portals, and re-compiled.
(My compile doesn’t create a “.prt” file or another file, I can’t remember the extension but it starts with a “b”.)
It still leaks, this time though it's a straight line though that proceeds from an entity to a point inhabited by absolutely nothing still within my skybox. I checked, and nothing is being filtered out or hidden. I checked my skybox as well, I don't see any holes. It must be an object outside but I have not idea how to find it.
I've looked around in the 3D window, I've drawn extremely large brushes outside my skybox, selected inside, and hit backspace. I just don't know what else to do.
The closer I get to finishing the farther away the end seems. But I don't want to abandon this map both because of the time I've put into it, and because if I don’t address these problems they'll probably just follow me to my next map. |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Mar. 1, 2005 12:40 pm |
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the line will be drawn from an entity within your skybox (origin) to the leak location (origin)
so if the line is starting inside your skybox....follow it to where it ends (outside the skybox)
at the point where it ends draw a box so that the end is in the middle of the box and press "I" or click select inside and press backspace to delete it
i would have to assume that since you arent seeing anything you are filtering something out
also make sure that you are allowing selection of both models and entities (radio buttons on the toolbar) just in case |
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| Filbert |
General Member Since: Jan 24, 2005 Posts: 869 Last: Oct 21, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Mar. 2, 2005 02:18 pm |
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I've double checked, and yes, I can select models and entities. My pointfile is a straight line, so that would mean there's only one leak, right? Well the line starts in my skybox and doesn't leave my skybox. In fact it is only about 200 units long. When I go to the toolbar - Misc - Next or Previous Leak Spot it doesn't go anywhere.
I'm starting to wonder if it's leaking at all. My compile isn't creating all the files, is that a result of or cause of leaks in anyway?
My compile log:
Quote:
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C:\games\Call of Duty\uo\maps\mp>"C:\Games\Call of Duty\uoTools\bin\q3map" -game
uo "C:\Games\Call of Duty\uo\maps\testmap7.map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Games/Call of Duty/\uo\uomappack00.pk3 (143 files)
C:/Games/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Games/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Games/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Games/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Games/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Games/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Games/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Games/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Games/Call of Duty//uo
C:/Games/Call of Duty//Call of Duty
C:/Games/Call of Duty/\main\pakb.pk3 (60 files)
C:/Games/Call of Duty/\main\paka.pk3 (41 files)
C:/Games/Call of Duty/\main\pak9.pk3 (149 files)
C:/Games/Call of Duty/\main\pak8.pk3 (235 files)
C:/Games/Call of Duty/\main\pak6.pk3 (3 files)
C:/Games/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Games/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Games/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Games/Call of Duty/\main\pak2.pk3 (694 files)
C:/Games/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Games/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Games/Call of Duty//main
C:/Games/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Games/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Games/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Games/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Games/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Games/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Games/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Games/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)
File Handles:
----------------------
51703 files in pk3 files
Loading map file C:\Games\Call of Duty\uo\maps\testmap7.map
WARNING: Couldn't find image for shader textures/skins/paper@megaphone_papers
WARNING: Couldn't find image for shader textures/sky/mp_dawnville
WARNING: Couldn't find image for shader textures/sfx/mp_sicilywater
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: No collision map file for misc_model "xmodel/grasstuft_small3" file: "c
ollmaps/grasstuft_small3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft_small3" file: "c
ollmaps/grasstuft_small3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft_small3" file: "c
ollmaps/grasstuft_small3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft_small3" file: "c
ollmaps/grasstuft_small3.map"
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: No collision map file for misc_model "xmodel/dawnville_pencil" file: "c
ollmaps/dawnville_pencil.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft_small3" file: "c
ollmaps/grasstuft_small3.map"
WARNING: entity 0 brush 1607: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 1605: tris with 2+ major axes; bad lighting likely
**********************
******* leaked *******
**********************
WARNING: portal at (2206 -773 63) entity 0 brush 1334 has the same cell on both
sides, portal ignored
WARNING: portal at (2114 -802 39) entity 0 brush 1319 has the same cell on both
sides, portal ignored
WARNING: portal at (2114 -876 39) entity 0 brush 1331 has the same cell on both
sides, portal ignored
WARNING: portal at (2188 -771 -96) entity 0 brush 1295 has the same cell on both
sides, portal ignored
WARNING: portal at (2116 -986 -77) entity 0 brush 1521 has the same cell on both
sides, portal ignored
WARNING: portal at (1918 -803 39) entity 0 brush 1271 has the same cell on both
sides, portal ignored
WARNING: portal at (1913 -986 39) entity 0 brush 1323 has the same cell on both
sides, portal ignored
WARNING: portal at (1793 -823 55) entity 0 brush 1324 has the same cell on both
sides, portal ignored
WARNING: portal at (1794 -935 63) entity 0 brush 1346 has the same cell on both
sides, portal ignored
WARNING: portal at (1880 -1016 -97) entity 0 brush 1298 has the same cell on bot
h sides, portal ignored
65 unique shaders
62 actual shaders
finding triangle windings...
merging into concave windings...
added 325 points for thin polygons (1.1% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
10 degenerate tris removed
simplifying triangles...
269 tris simplified away (1.6%)
emitting triangles...
216 vertices couldn't be merged because the textures point different ways
Writing C:\Games\Call of Duty\uo\maps\testmap7.bsp
19 seconds elapsed
C:\games\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .
C:\games\Call of Duty\uo\maps\mp>"C:\Games\Call of Duty\uoTools\bin\q3map" -vis
-fast -game uo "C:\Games\Call of Duty\uo\maps\testmap7.map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/Games/Call of Duty/\uo\uomappack00.pk3 (143 files)
C:/Games/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Games/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Games/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Games/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Games/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Games/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Games/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Games/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Games/Call of Duty//uo
C:/Games/Call of Duty//Call of Duty
C:/Games/Call of Duty/\main\pakb.pk3 (60 files)
C:/Games/Call of Duty/\main\paka.pk3 (41 files)
C:/Games/Call of Duty/\main\pak9.pk3 (149 files)
C:/Games/Call of Duty/\main\pak8.pk3 (235 files)
C:/Games/Call of Duty/\main\pak6.pk3 (3 files)
C:/Games/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Games/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Games/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Games/Call of Duty/\main\pak2.pk3 (694 files)
C:/Games/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Games/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Games/Call of Duty//main
C:/Games/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Games/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Games/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Games/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Games/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Games/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Games/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Games/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)
File Handles:
----------------------
51703 files in pk3 files
reading C:\Games\Call of Duty\uo\maps\testmap7.bsp
reading C:\Games\Call of Duty\uo\maps\testmap7.prt
LoadPortals: couldn't read C:\Games\Call of Duty\uo\maps\testmap7.prt
C:\games\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .
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I know about my portals, I'm still trying to fix them. I also already know what's the reason for the "bad lighting likely" errors. Unless those are the reason for my "leak" than I don't know. Plus, like I said before, I deleted my offending portals just to be sure. And the new compile log looked exactly like this but without the 'same cell' portal warnings. |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Mar. 3, 2005 02:08 am |
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your straight line is your portals leaking
judging from the compile log output, you may not have your editor set up correctly. ensure that you have it set up according to the way explained in this tutorial
if you are compiling for mp, then you should be compiling from maps/mp/ not maps/
move your .bat and .map there and try a recompile |
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| Foxhound |
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Preferred PLUS Member Since: May 31, 2002 Posts: 5983 Last: Sep 6, 2014 [view latest posts] |
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| Filbert |
General Member Since: Jan 24, 2005 Posts: 869 Last: Oct 21, 2009 [view latest posts] |
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| Filbert |
General Member Since: Jan 24, 2005 Posts: 869 Last: Oct 21, 2009 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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