Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 9 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: problems with sky (lights and shadows)
zarosc
General Member
Since: Sep 9, 2004
Posts: 46
Last: Sep 16, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 07:44 am
i have a problem.
i compiled my map with sky/training, i put in keys\values of map dawnwille, but when i try the map i don't see the sun, all map is clear, no lights, no shadows, the light is same inside houses and out. why???

when did i insert keys/values i had select only inside faces of sky. is it right? or i must select the brushes?

sorry for my BAD english..

tnx. bye
Share |
HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 08:02 am
you entered the value's right, so your map probally has a leak, that means your skybox isn't complete sealed of or there are models/brushes sticking trough, check your compile logs and post it here so we can help you

Greetz, HyBr!d
Share |
R4R44VIS
General Member
Since: Apr 22, 2005
Posts: 553
Last: Jul 24, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 08:34 am
I had the same problem m8, took me ages to sort it, in the end i downloaded CoDUOMaker and it worked

Download link-http://modsonline.com/Downloads-full-2543.html
Share |
zarosc
General Member
Since: Sep 9, 2004
Posts: 46
Last: Sep 16, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 09:45 am
i use CodUOMaker...
but i'm sure that there aren't leaks. i can't mistake everytime [banghead]
i will try and i will tell you...

tnx for the moment
Share |
sgtdeath
General Member
Since: Jul 23, 2005
Posts: 116
Last: Jul 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 01:54 pm
the way u compiled could have affected it...not sure about CoD cuz i just started mapping for CoD, but when i mapped for return to castle wolfenstein they had the compiler built into radiant and a number of ways to compile it. there was on that did nothing with lighting and just made everyting as if it was lighted with no shadows etc, but if u would compile with a setting that compiles lights it would have it...so make sure ur doing a -light compile or somehting
Share |
StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 04:07 pm
post your compile log and worldspawn vaules[angryalien]
Share |
zarosc
General Member
Since: Sep 9, 2004
Posts: 46
Last: Sep 16, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 05:35 pm
ok i tried to compile my map. when i writed this topic i could compile the map. now i can't! "Leaf with too many portals". why???
do i need to set coduomaker or it is ready to compile after installation?

i used texture: sky/mp_powcamp
i used keys/values of mp_powcamp:
"_color" "200 200 205"
"ambient" "0.16"
"sunlight" "1"
"suncolor" "100 100 210"
"sundirection" "-45 95 0"
"sundiffusecolor" "200 200 210"
"diffusefraction" "0.55"

my compile log is:


C:\Documents and Settings\Zarosc\Desktop>"f:\programmi\call of duty\uotools\bin\
Q3map.exe" -v -leaktest -game uo "f:\programmi\call of duty\uo\maps\5.map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- q3map ----
verbose = true
leaktest = true
1 threads
qdir: f:\programmi\call of duty\
gamedir: f:/programmi/call of duty/uo/
----- FS_Startup -----
Current search path:
f:/programmi/call of duty/\uo\zzzzz_compilare.pk3 (17 files)
f:/programmi/call of duty/\uo\w_awe_uo_v2.1_client.pk3 (53 files)
f:/programmi/call of duty/\uo\w_aweuo_v2.0_client.pk3 (53 files)
f:/programmi/call of duty/\uo\uomappack00.pk3 (143 files)
f:/programmi/call of duty/\uo\pakuo07.pk3 (157 files)
f:/programmi/call of duty/\uo\pakuo06.pk3 (12 files)
f:/programmi/call of duty/\uo\pakuo05.pk3 (3 files)
f:/programmi/call of duty/\uo\pakuo04.pk3 (7646 files)
f:/programmi/call of duty/\uo\pakuo03.pk3 (2275 files)
f:/programmi/call of duty/\uo\pakuo02.pk3 (790 files)
f:/programmi/call of duty/\uo\pakuo01.pk3 (1657 files)
f:/programmi/call of duty/\uo\pakuo00.pk3 (6233 files)
f:/programmi/call of duty/\uo\mp_tigertown.pk3 (11 files)
f:/programmi/call of duty//uo
f:/programmi/call of duty//Call of Duty
f:/programmi/call of duty/\main\pakb.pk3 (60 files)
f:/programmi/call of duty/\main\paka.pk3 (41 files)
f:/programmi/call of duty/\main\pak9.pk3 (149 files)
f:/programmi/call of duty/\main\pak8.pk3 (235 files)
f:/programmi/call of duty/\main\pak6.pk3 (3 files)
f:/programmi/call of duty/\main\pak5.pk3 (4858 files)
f:/programmi/call of duty/\main\pak4.pk3 (1668 files)
f:/programmi/call of duty/\main\pak3.pk3 (1992 files)
f:/programmi/call of duty/\main\pak2.pk3 (694 files)
f:/programmi/call of duty/\main\pak1.pk3 (2642 files)
f:/programmi/call of duty/\main\pak0.pk3 (12816 files)
f:/programmi/call of duty//main

File Handles:
----------------------
44208 files in pk3 files
967 shaderInfo
--- LoadMapFile ---
Loading map file f:\programmi\call of duty\uo\maps\5.map
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: Couldn't find image for shader textures/sky/mp_powcamp
Entity 0, Brush 3414: mixed face contents
Entity 0, Brush 3415: mixed face contents
Entity 0, Brush 3416: mixed face contents
Entity 0, Brush 3417: mixed face contents
Entity 0, Brush 3418: mixed face contents
Entity 0, Brush 3419: mixed face contents
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
3399 total world brushes
702 detail brushes
147 patches
4540 boxbevels
7172 edgebevels
183 entities
26404 planes
0 areaportals
size: -1408,-1408, -64 to 3008, 3328, 960
############### model 0 ###############
----- PatchMapDrawSurfs -----
8 patches
3 patch LOD groups
--- FaceBSP ---
19102 faces
13928 leafs
----- MakeTreePortals -----
952 tiny portals
----- FilterStructuralBrushesIntoTree -----
3024 structural brushes
7253 cluster references
--- FloodEntities ---
7003 flooded leafs
--- FillOutside ---
6578 solid leafs
347 leafs filled
7003 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
12171 faces
10773 leafs
----- MakeTreePortals -----
1284 tiny portals
----- FilterStructuralBrushesIntoTree -----
3024 structural brushes
7946 cluster references
----- Building Portals and Cells -----
3 unique cells
--- NumberClusters ---
6172 visclusters
21165 visportals
23693 solidfaces
--- WritePortalFile ---
writing f:\programmi\call of duty\uo\maps\5.prt
--- FloodAreas ---
3 areas
----- FilterDetailBrushesIntoTree -----
375 detail brushes
1023 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
14086 axial edge lines
7829 non-axial edge lines
15 degenerate edges
21915 edge lines of 131072
7495 verts added for tjunctions
57463 total verts
10158 naturally ordered
1881 rotated orders
194 can't order
--- AllocateLightmaps ---
178 unique shaders
250 actual shaders
620030 exact lightmap texels
786432 block lightmap texels
96.60% lightmap efficiency
finding triangle windings...
merging into concave windings...
added 750 points for thin polygons (1.1% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
1 self-tjunctions fixed
44 degenerate tris removed
simplifying triangles...
1429 tris simplified away (3.1%)
emitting triangles...
146 vertices couldn't be merged because the textures point different ways
----- FilterCollisionSurfsIntoTree -----
--- EndModel ---
Writing f:\programmi\call of duty\uo\maps\5.bsp
137 seconds elapsed

C:\Documents and Settings\Zarosc\Desktop>Pause
Premere un tasto per continuare . . .

C:\Documents and Settings\Zarosc\Desktop>"f:\programmi\call of duty\uotools\bin\
Q3map.exe" -vis -fast -v -game uo "f:\programmi\call of duty\uo\maps\5.map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
fastvis = true
verbose = true
1 threads
qdir: f:\programmi\call of duty\
gamedir: f:/programmi/call of duty/uo/
----- FS_Startup -----
Current search path:
f:/programmi/call of duty/\uo\zzzzz_compilare.pk3 (17 files)
f:/programmi/call of duty/\uo\w_awe_uo_v2.1_client.pk3 (53 files)
f:/programmi/call of duty/\uo\w_aweuo_v2.0_client.pk3 (53 files)
f:/programmi/call of duty/\uo\uomappack00.pk3 (143 files)
f:/programmi/call of duty/\uo\pakuo07.pk3 (157 files)
f:/programmi/call of duty/\uo\pakuo06.pk3 (12 files)
f:/programmi/call of duty/\uo\pakuo05.pk3 (3 files)
f:/programmi/call of duty/\uo\pakuo04.pk3 (7646 files)
f:/programmi/call of duty/\uo\pakuo03.pk3 (2275 files)
f:/programmi/call of duty/\uo\pakuo02.pk3 (790 files)
f:/programmi/call of duty/\uo\pakuo01.pk3 (1657 files)
f:/programmi/call of duty/\uo\pakuo00.pk3 (6233 files)
f:/programmi/call of duty/\uo\mp_tigertown.pk3 (11 files)
f:/programmi/call of duty//uo
f:/programmi/call of duty//Call of Duty
f:/programmi/call of duty/\main\pakb.pk3 (60 files)
f:/programmi/call of duty/\main\paka.pk3 (41 files)
f:/programmi/call of duty/\main\pak9.pk3 (149 files)
f:/programmi/call of duty/\main\pak8.pk3 (235 files)
f:/programmi/call of duty/\main\pak6.pk3 (3 files)
f:/programmi/call of duty/\main\pak5.pk3 (4858 files)
f:/programmi/call of duty/\main\pak4.pk3 (1668 files)
f:/programmi/call of duty/\main\pak3.pk3 (1992 files)
f:/programmi/call of duty/\main\pak2.pk3 (694 files)
f:/programmi/call of duty/\main\pak1.pk3 (2642 files)
f:/programmi/call of duty/\main\pak0.pk3 (12816 files)
f:/programmi/call of duty//main

File Handles:
----------------------
44208 files in pk3 files
reading f:\programmi\call of duty\uo\maps\5.bsp
reading f:\programmi\call of duty\uo\maps\5.prt
6172 portalclusters
21165 numportals
23693 numfaces
Leaf with too many portals

C:\Documents and Settings\Zarosc\Desktop>pause
Premere un tasto per continuare . . .

tnx bye
Share |
sgtdeath
General Member
Since: Jul 23, 2005
Posts: 116
Last: Jul 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 05:42 pm
Tram Design...
Quote:
This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets.



To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as "detail" (Ctrl+M with selected brushes).



To force a split in the map, you can use a Hint brush, which is an invisible nonsolid brush which only q3map can see and use (Hint brush = axial brush with all faces common/hint).


edited on Jul. 23, 2005 12:43 pm by sgtdeath

edited on Jul. 23, 2005 12:43 pm by sgtdeath
Share |
zarosc
General Member
Since: Sep 9, 2004
Posts: 46
Last: Sep 16, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 06:14 pm
mmm....
but where can i find these leaf-nodes?
i don't understand what this leaf-nodes are...

tnx bye
Share |
sgtdeath
General Member
Since: Jul 23, 2005
Posts: 116
Last: Jul 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 06:31 pm
ok i dont know wat they are either...i just found that :)
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»