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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
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Author Topic: flare.exe encountered an error - compiling issues
AndrewT
General Member
Since: Feb 28, 2005
Posts: 58
Last: Oct 27, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Friday, Oct. 2, 2009 11:15 am
hi there

my compiling log looks like this:
---------------------------------------------------


C:\Program Files\Call of Duty\Main\maps>cd ..\..\tools\bin

C:\Program Files\Call of Duty\Tools\bin>q3map ../../main/maps/1
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\Skytextures.pk3 (13 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30173 files in pk3 files
Loading map file C:/Program Files/Call of Duty/Tools/bin/../../main/maps/1.map
Entity 0, Brush 419: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 420: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 421: degenerate plane
Entity 0, Brush 421: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 425: degenerate plane
Entity 0, Brush 425: degenerate plane
Entity 0, Brush 425: degenerate plane
Entity 0, Brush 425: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 426: degenerate plane
Entity 0, Brush 426: degenerate plane
Entity 0, Brush 426: degenerate plane
Entity 0, Brush 426: mirrored plane
Entity 0, Brush 427: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 431: degenerate plane
Entity 0, Brush 431: degenerate plane
Entity 0, Brush 431: degenerate plane
Entity 0, Brush 431: mirrored plane
Entity 0, Brush 432: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 433: degenerate plane
Entity 0, Brush 433: degenerate plane
Entity 0, Brush 433: degenerate plane
Entity 0, Brush 433: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 434: mirrored plane
Entity 0, Brush 435: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 436: degenerate plane
Entity 0, Brush 436: mirrored plane

writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/1.prt
58 unique shaders
71 actual shaders
finding triangle windings...
merging into concave windings...
added 1891 points for thin polygons (6.3% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
66 self-tjunctions fixed
83 degenerate tris removed
simplifying triangles...
798 tris simplified away (4.2%)
emitting triangles...
1584 vertices couldn't be merged because the textures point different ways
Writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/1.bsp
152 seconds elapsed

C:\Program Files\Call of Duty\Tools\bin>q3map -vis ../../main/maps/1
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\Skytextures.pk3 (13 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30173 files in pk3 files
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/1.bsp
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/1.prt
911 portalclusters
3154 numportals
3280 numfaces
6308 active portals
0 hint portals
visdatasize:109328
0...1...2...3...4...5...6...7...8...9... (10)
10 average number of passages per leaf
24 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (25)
0...1...2...3...4...5...6...7...8...9... (1595)
creating leaf vis...
Average clusters visible: 448
writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/1.bsp
1631.00 seconds elapsed

C:\Program Files\Call of Duty\Tools\bin>flare -extra -sundiffusesamples 10 -dump
options ../../main/maps/1
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\Skytextures.pk3 (13 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30173 files in pk3 files
models in world bsp: enabled
model shadows: enabled
model alpha shadows: enabled
occluder merging: disabled
area light backsplash: enabled
smooth normals: enabled
visual debugging: disabled
keep visual only polys: disabled
verbose messages: disabled
debug lightmap areas: disabled
debug lightmap bleeding: disabled
poly in solid correction: enabled
diffuse sunlighting: enabled
point-sampled diffuse sun: enabled
single-sample diffuse sun: disabled
lightmap calculation: enabled
extra alpha check: enabled
max alpha pixels: 1024
find leafs for lights: enabled
max polys: 1048576
max vertices: 4194304
max brushes: 262144
max occluders: 0
bsp poly split cost: 8
axis-aligned bsp threshold: 500
point light scale: 7500
linear light scale: 0.000125
light grid scale: 1
overbright scale: 2
one over min intensity: 255
hemicube edge size: 10
surface light step world: 16
surface light step sky: 128
Couldn't derive lightmap <-> vertex equations for poly at (-482.333, 2614, 98)
Couldn't derive lightmap <-> vertex equations for poly at (390.083, 1892.25, 62)

Couldn't derive lightmap <-> vertex equations for poly at (390.917, 1812.5, 62)
Couldn't derive lightmap <-> vertex equations for poly at (390.083, 1653, 62)
Couldn't derive lightmap <-> vertex equations for poly at (390.917, 935.5, 62)
Couldn't derive lightmap <-> vertex equations for poly at (390.917, 1095, 62)

sunlight = 1
ambient = 0
----------------------------------------
Building flare's bsp from all polygons...
Finished in 11 seconds.
----------------------------------------
Finding portals in flare's bsp...
Finished in 15 seconds.
----------------------------------------
Filtering solid brushes into tree...
Finished in 0 seconds.
Finding non-solid part of flare's bsp...
----------------------------------------
Removing areas in solid...
Finished in 2 seconds.
----------------------------------------
Performing sample-based diffuse lighting...
Using 300 samples with hemicube form factor approximation
0.00% complete
C:\Program Files\Call of Duty\Tools\bin>cd ..\..\

C:\Program Files\Call of Duty>CodSP +set g_connectpaths 2 +set dedicated 1 +devm
ap 1

C:\Program Files\Call of Duty>CodSP +set r_vc_compile 2 +devmap 1

C:\Program Files\Call of Duty>pause
A folytatáshoz nyomjon meg egy billentyűt . . .

----------------------------------------------------------------------

my compiling batch file, called 1.bat looks like this (where mapname is 1, and located in the right place):

cd ..\..\tools\bin

q3map ../../main/maps/1
q3map -vis ../../main/maps/1
flare -extra -sundiffusesamples 10 -dumpoptions ../../main/maps/1

cd ..\..\

CodSP +set g_connectpaths 2 +set dedicated 1 +devmap 1
CodSP +set r_vc_compile 2 +devmap 1

pause

-----------------------------------------------------------------

i was able to compile the map on earlier development stages, but now i always stuck at "performing sample based diffuse light".

there are a few lines i made bold, i would like to know if those are the problems or not, one of them refers to a patch that was already successfully compiled earlier :S

i really need your experience and advices, as a test-compiling takes about half an hour now, and if i change things one-by-one, this is a bit much time :(

any help is appriciated, thanks in advance
Share |
ScReW_ThE_PoWeR
General Member
Since: Oct 28, 2005
Posts: 24
Last: Oct 2, 2009
[view latest posts]
Level 1
Im a fan of MODSonair
Category: CoD Mapping
Posted: Friday, Oct. 2, 2009 05:59 pm
Well first of all... the most of the bolded parts in the first part of your compiler do not have much to do with your lightmap (lighting, basically)

The "mirrored plane" and "duplicate plane" errors are common and it just means parts of your map are intersecting... most of these shouldn't be causing a problem but it could make your map be a bit glitchy (as in, textures being see-through and deformed on walls).

The 'bad normal', 'floatplane', and 'degenerate plane' errors are unfamiliar to me, but they seem to have nothing to do with lighting either, because they would be near the crash if they were.

That brings us to the "couldn't derive lightmap" errors... which are definitely the problem.

I suggest you go back into your map maker, and hold your mouse over the "blueprint" zone (The place where you build your map). At the bottom it should show the XYZ co-ordinates of where your mouse is over. Try looking around for the object/light at the following places:

-482.333, 2614, 98

390.083, 1892.25, 62

390.917, 1812.5, 62

390.083, 1653, 62

390.917, 935.5, 62

390.917, 1095, 62


Try deleting the lights at those locations, or moving them away from walls and other objects, then re-compile.

I know it seems like a lot of work, but since there's no program that goes and automatically deletes messed-up lightmap locations (as far as I know), so the only way I know to suggest is to manually go in and remove/replace the lights.

Oh... and also, you might want to wait and see what other users have to say here, since there are plenty of people in the community that know a lot more about this than me.

I hope you get this solved, Andrew. [tongue]
Share |
AndrewT
General Member
Since: Feb 28, 2005
Posts: 58
Last: Oct 27, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, Oct. 3, 2009 05:22 pm
thanks for your quick reply, mate!

yeah, it seems, that the best thing i can do i recreating stuff on those locations.
but as i'm a noob to makmaking, i don't exactly understand what a lightmap is (the shadows drawn to the map?), as i haven't placed any lights onto the map yet, neither inside the one building, nor outside as an ambience light.

so what is exactly the matter, the problem, what does that error message really mean?
Share |
LennardN95
General Member
Since: Sep 9, 2009
Posts: 35
Last: Oct 26, 2009
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Saturday, Oct. 3, 2009 07:16 pm
It seems like brush 419 to brush 436 are the ones who are making trouble.
Here's what I should do.


Copy your .map file and rename it, same name but with the number 2 after it, so like for example, Mymap2.map. This is just a backup file. Open your copied .map file with notepad, press F (if you got windows), and/or search for the 419th brush. It probably says something like:

Quote:
// brush 419
{
( 200. 234908. 45435 ) austria/texture blablabla
( 200. 234908. 45435 ) austria/texture blablabla
( 200. 234908. 45435 ) austria/texture blablabla
( 200. 234908. 45435 ) austria/texture blablabla
}


Delete that whole part, so you actually delete the whole brush.
Do the same with Brush 420 to brush 436, when you're done, save, and open it. You'll probably miss some brushes which you made, but it will probably fix the problem.

Don't edit it now, first compile it with the deleted brushes, please copy the compile log and tell me if its fixed.




edited on Oct. 3, 2009 03:18 pm by LennardN95
Share |
AndrewT
General Member
Since: Feb 28, 2005
Posts: 58
Last: Oct 27, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Oct. 4, 2009 11:44 am
hey guys!

as you adviced i checked the brushes that belonged to those coordinates and deleted them. most of them i was able to find in a text editor, but some of them were only found in radiant, so deleted.

however, although i haven't touched the maps except for these movements, i receive 2 new "couldn't derive lightmap blah blah" error messages each time, and flare.exe still crashes. i'm afraid that if i continue to remove all the referred brushes, my map gets empty soon :S
any comments, ideas?
Share |
AndrewT
General Member
Since: Feb 28, 2005
Posts: 58
Last: Oct 27, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Oct. 5, 2009 10:50 am
hey guys! i think i got it!
all the troubles were caused by a single custom texture which was supposed to have an alpha channel, but is saved it in tga format. now i converted it to dds (prevously i couldn't save it as dds, because photoshop didn't allow me to do that, stating "too many channels to export (5)).
now flare exe is running smoothly, and finally i will able to see my weeks-time work in action.

many many thanks for you replies and advices again, it helped me revealing some other issues on my map, which will be much less buggier when it comes to the finish! so thanks mates! :)
Share |
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