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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: node without a volume
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Feb. 15, 2011 06:18 pm
OK from what i read this is maybe from CSG?

i try to go to the location say 1457.00 2107.00 84.71
is that X,Y,Z ?
it puts me in the middle of a place with no brush.
do i have to part out my map piece by piece till the error is gone and then rebuild that area or building?
thanks

Alex


C:\Users\alex\Desktop\CoDUOMaker>"c:\program files\call of duty\uotools\bin\Q3ma
p.exe" -v -leaktest -game uo "c:\program files\call of duty\uo\maps\mp\texmex1.m
ap"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- q3map ----
verbose = true
leaktest = true
2 threads
qdir: c:\program files\call of duty\
gamedir: c:/program files/call of duty/uo/
----- FS_Startup -----
Current search path:
c:/program files/call of duty//uo
c:/program files/call of duty//Call of Duty
c:/program files/call of duty/\main\z1-mittenwald.pk3 (43 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\ora_winterv2.pk3 (12 files)
c:/program files/call of duty/\main\normandy.pk3 (9 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:
----------------------
30224 files in pk3 files
509 shaderInfo
--- LoadMapFile ---
Loading map file c:\program files\call of duty\uo\maps\mp\texmex1.map
WARNING: Couldn't find image for shader textures/common/clip_nosight_rock
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
3064 total world brushes
1303 detail brushes
268 patches
3506 boxbevels
3510 edgebevels
208 entities
20744 planes
0 areaportals
size: -3784,-2208, -200 to 3504, 3640, 1384
############### model 0 ###############
----- PatchMapDrawSurfs -----
249 patches
54 patch LOD groups
--- FaceBSP ---
13173 faces
14643 leafs
----- MakeTreePortals -----
WARNING: node without a volume
node has 4 tiny portals
node reference point 1457.00 2107.00 84.71
WARNING: node without a volume
node has 2 tiny portals
node reference point 1417.96 2281.00 22.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 1428.99 2173.99 84.00
WARNING: node without a volume
node has 2 tiny portals
node reference point 1429.00 2173.75 48.00
1090 tiny portals
----- FilterStructuralBrushesIntoTree -----
2167 structural brushes
10837 cluster references
--- FloodEntities ---
5790 flooded leafs
--- FillOutside ---
8583 solid leafs
270 leafs filled
5790 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
8543 faces
9585 leafs
----- MakeTreePortals -----
1604 tiny portals
----- FilterStructuralBrushesIntoTree -----
2167 structural brushes
8267 cluster references
----- Building Portals and Cells -----
4 unique cells
--- NumberClusters ---
4822 visclusters
16613 visportals
17581 solidfaces
--- WritePortalFile ---
writing c:\program files\call of duty\uo\maps\mp\texmex1.prt
--- FloodAreas ---
4 areas
----- FilterDetailBrushesIntoTree -----
897 detail brushes
1585 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
12139 axial edge lines
5636 non-axial edge lines
35 degenerate edges
17775 edge lines of 131072
7408 verts added for tjunctions
48797 total verts
8259 naturally ordered
1693 rotated orders
230 can't order
--- AllocateLightmaps ---
164 unique shaders
243 actual shaders
1290597 exact lightmap texels
1572864 block lightmap texels
94.31% lightmap efficiency
finding triangle windings...
merging into concave windings...
added 2069 points for thin polygons (2.6% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
21 self-tjunctions fixed
161 degenerate tris removed
simplifying triangles...
1531 tris simplified away (3.1%)
emitting triangles...
2841 vertices couldn't be merged because the textures point different ways
----- FilterCollisionSurfsIntoTree -----
--- EndModel ---
Writing c:\program files\call of duty\uo\maps\mp\texmex1.bsp
26 seconds elapsed

C:\Users\alex\Desktop\CoDUOMaker>Pause
Press any key to continue . . .
Share |
L4chy
General Member
Since: Sep 7, 2009
Posts: 59
Last: Oct 26, 2012
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, Feb. 17, 2011 02:40 am
Well I've had this problem in the past and I just kept deleting my most recent additions to the map until the error went away. Once it ended up being a very long thin brush which you could hardly see and which I had no idea I'd created, another time it was something inside a prefab I made.
Ultimately I think it's got something to do with one brush finishing inside another brush.....always use snap to grid.
Sorry it probably not much help.
Share |
SlickToxic
General Member
Since: Mar 21, 2005
Posts: 119
Last: Apr 4, 2015
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Feb. 17, 2011 05:07 am
Doesn't UO have the clean brush option in radiant under brush tab?
Maybe try making a back up of your map, save a copy to your desktop and try it.
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Friday, Feb. 18, 2011 04:18 pm
It probably is an extreme long and thin brush, hence the "node without volume" error. Go to the location in the editor make a brush on the coordinates. Then select-> touching and you will select that brush so you can delete it.

Good luck!
Share |
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Feb. 22, 2011 01:13 am
thanks it was a tunnle that i had done re did it and only have 2 left
Share |
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