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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: .BSP won't update again...
Squalla
General Member
Since: Jul 19, 2005
Posts: 15
Last: Sep 9, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 08:55 pm
Hi,

I'm working on a map (ripe_pickings_5) and have compiled and tested many times before using CoDBuilder. However this time it doesn't seem to be working - the recent changes I've made won't appear on the map when I test it.

Here's the compile log:
Quote:
Entity 0, Brush 259: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 260: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 261: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 262: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 263: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 264: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 265: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 266: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 267: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 268: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 269: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 270: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 271: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 272: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 273: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 274: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 275: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 276: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 277: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 278: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 279: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 280: degenerate plane
Entity 0, Brush 336: mirrored plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 738: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 739: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 740: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 741: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 742: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 743: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 744: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 745: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 746: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 747: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 748: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 749: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 750: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 751: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 752: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 753: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 754: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 755: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 756: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 757: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 758: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 759: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 760: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 761: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 762: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 763: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 764: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 765: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 766: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 767: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 768: degenerate plane
FloatPlane: bad normal
FloatPlane: bad normal
Entity 0, Brush 769: degenerate plane
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: No collision map file for misc_model "xmodel/gunpass_crowd"
WARNING: No collision map file for misc_model "xmodel/piss_sequence_gunpose"
WARNING: No collision map file for misc_model "xmodel/gunpass_crowd"
WARNING: No collision map file for misc_model "xmodel/piss_sequence_gunpose"
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: No collision map file for misc_model "xmodel/gunpass_crowd"
WARNING: No collision map file for misc_model "xmodel/piss_sequence_gunpose"
writing C:\Arquivos de programas\Call of Duty\Main\maps\mp\ripe_pickings_5.prt
31 unique shaders
30 actual shaders
finding triangle windings...
merging into concave windings...
added 6 points for thin polygons (0.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
code bug: triangulation failed!


C:\Arquivos de programas\CoD Builder 0.77 Beta>copy "C:\Arquivos de programas\Ca
ll of Duty\Main\maps\mp\codbuilder.bat" "C:\Arquivos de programas\Call of Duty\M
ain\maps\mp\BSP.don"
1 arquivo(s) copiado(s).

C:\Arquivos de programas\CoD Builder 0.77 Beta>"C:\Arquivos de programas\Call of
Duty\Tools\bin\q3map" -vis -basedir "Call of Duty" -fast "C:\Arquivos de progr
amas\Call of Duty\Main\maps\mp\ripe_pickings_5.map"
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/Arquivos de programas/Call of Duty/\main\UserTextures.pk3 (13 files)
C:/Arquivos de programas/Call of Duty/\main\pakb.pk3 (60 files)
C:/Arquivos de programas/Call of Duty/\main\paka.pk3 (41 files)
C:/Arquivos de programas/Call of Duty/\main\pak9.pk3 (149 files)
C:/Arquivos de programas/Call of Duty/\main\pak8.pk3 (235 files)
C:/Arquivos de programas/Call of Duty/\main\pak6.pk3 (3 files)
C:/Arquivos de programas/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Arquivos de programas/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Arquivos de programas/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Arquivos de programas/Call of Duty/\main\pak2.pk3 (694 files)
C:/Arquivos de programas/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Arquivos de programas/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Arquivos de programas/Call of Duty//main
C:/Arquivos de programas/Call of Duty/\main\localized_english_pak5.pk3 (46 files
)
C:/Arquivos de programas/Call of Duty/\main\localized_english_pak3.pk3 (7 files)

C:/Arquivos de programas/Call of Duty/\main\localized_english_pak2.pk3 (9 files)

C:/Arquivos de programas/Call of Duty/\main\localized_english_pak1.pk3 (3736 fil
es)
C:/Arquivos de programas/Call of Duty/\main\localized_english_pak0.pk3 (1204 fil
es)

File Handles:
----------------------
30173 files in pk3 files
reading C:\Arquivos de programas\Call of Duty\Main\maps\mp\ripe_pickings_5.bsp
reading C:\Arquivos de programas\Call of Duty\Main\maps\mp\ripe_pickings_5.prt
659 portalclusters
2278 numportals
1992 numfaces
4556 active portals
0 hint portals
visdatasize:58000
0...1...2...3...4...5...6...7...8...9... (8)
creating leaf vis...
Average clusters visible: 544
writing C:\Arquivos de programas\Call of Duty\Main\maps\mp\ripe_pickings_5.bsp
9.00 seconds elapsed

C:\Arquivos de programas\CoD Builder 0.77 Beta>copy "C:\Arquivos de programas\Ca
ll of Duty\Main\maps\mp\codbuilder.bat" "C:\Arquivos de programas\Call of Duty\M
ain\maps\mp\VIS.don"
1 arquivo(s) copiado(s).

C:\Arquivos de programas\CoD Builder 0.77 Beta>"C:\Arquivos de programas\Call of
Duty\Tools\bin\flare" -basedir "Call of Duty" -fast "C:\Arquivos de programas\C
all of Duty\Main\maps\mp\ripe_pickings_5.map"
----- FS_Startup -----
Current search path:
C:/Arquivos de programas/Call of Duty/\main\UserTextures.pk3 (13 files)
C:/Arquivos de programas/Call of Duty/\main\pakb.pk3 (60 files)
C:/Arquivos de programas/Call of Duty/\main\paka.pk3 (41 files)
C:/Arquivos de programas/Call of Duty/\main\pak9.pk3 (149 files)
C:/Arquivos de programas/Call of Duty/\main\pak8.pk3 (235 files)
C:/Arquivos de programas/Call of Duty/\main\pak6.pk3 (3 files)
C:/Arquivos de programas/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Arquivos de programas/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Arquivos de programas/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Arquivos de programas/Call of Duty/\main\pak2.pk3 (694 files)
C:/Arquivos de programas/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Arquivos de programas/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Arquivos de programas/Call of Duty//main
C:/Arquivos de programas/Call of Duty/\main\localized_english_pak5.pk3 (46 files
)
C:/Arquivos de programas/Call of Duty/\main\localized_english_pak3.pk3 (7 files)

C:/Arquivos de programas/Call of Duty/\main\localized_english_pak2.pk3 (9 files)

C:/Arquivos de programas/Call of Duty/\main\localized_english_pak1.pk3 (3736 fil
es)
C:/Arquivos de programas/Call of Duty/\main\localized_english_pak0.pk3 (1204 fil
es)

File Handles:
----------------------
30173 files in pk3 files
Couldn't derive lightmap <-> vertex equations for poly at (1817.58, 1981, 16)
Couldn't derive lightmap <-> vertex equations for poly at (1817.58, 1981, 16)
Couldn't derive lightmap <-> vertex equations for poly at (2274, 1652, 16.0833)
Couldn't derive lightmap <-> vertex equations for poly at (2274, 1665.33, 16.083
3)
sunlight = 1.3
ambient = 0.12
----------------------------------------
Building flare's bsp from all polygons...
Finished in 6 seconds.
----------------------------------------
Performing sample-based diffuse lighting...
Using single vertical sample and surface normal form factor approximation
Finished in 1 seconds.
----------------------------------------
Performing world and model lighting...
Finished in 5 seconds.
----------------------------------------
More thorough check for model diffuse sunlighting areas...
used 33539 polys and 174181 verts total

C:\Arquivos de programas\CoD Builder 0.77 Beta>copy "C:\Arquivos de programas\Ca
ll of Duty\Main\maps\mp\codbuilder.bat" "C:\Arquivos de programas\Call of Duty\M
ain\maps\mp\FLRp.don"
1 arquivo(s) copiado(s).

C:\Arquivos de programas\CoD Builder 0.77 Beta>pause


I can see that apparently there are some problematic brushes around the map. I used the 'Find brush...' feature on CoDRadiant to find some of these brushes, and while I could find most of them most of them seemed to be invisible - I could only see the red area on the left part of the screen, at the scale bar. There didn't seem to be nothing wrong with the ones I could identify, though.

I really can't figure out what's up with these "degenerate plane" brushes, does anybody have an idea?

Thanks in advance. :)
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 09:17 pm
That's not your biggest problem

This is:

code bug: triangulation failed!

Basically... it means you're in trouible. This error could be almost anything. Look for things you added since your last working compile. Terrain or complex brushworks.
As for the degenerate plane errors:

http://www.modsonline.com/index.php?mod=MapErrors&op=verr&id=25

If oyu can see them in 2d but not in 3d there is definately something wrong and you should delete and remake them.

Share |
Squalla
General Member
Since: Jul 19, 2005
Posts: 15
Last: Sep 9, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 10:43 pm
Damn... I just scanned the map for everything I could find wrong, found a few overlapping brushes, deleted them and even deleted pretty much every change I had made since the last succesful compiling, even whole terrain parts.
Then I tried compiling it multiple times afterwards, but no luck.

Could the 'triangulation failed!' code bug be related to the 'degenerate plane' error? I didn't have time to delete all of them yet... Also, is there a way to delete more than 1 of these brushes at once?

Thanks for the reply, Caretaker.
Share |
RRRScorpion
General Member
Since: Feb 2, 2004
Posts: 169
Last: Dec 3, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 10:55 pm
I've found that 'triangulation failed!' mainly relates to dodgy patches and 'degenerate plane' relates to dodgy brushes.

As to the other question 'delete more than 1 of these brushes at once?' Yer, select all the onces you want to get rid of and then press 'backspace'

[cool]
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 10:55 pm
Nope, you'll have to delete them all one at a time.

The triangulatoin failed and the degenerate plane errors might be related. Try it. Delete the degenerate plane brushes and compile it to see.
Share |
RRRScorpion
General Member
Since: Feb 2, 2004
Posts: 169
Last: Dec 3, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 11:05 pm
Ok, sorry, I get where he's coming from now with all the degenerate plane brushes. Yep, as Mr Caretaker says, tis a slow and leborious task but they have to be done one at a time [duh]

[cool]

edited on Sep. 2, 2005 06:05 pm by RRRScorpion
Share |
Squalla
General Member
Since: Jul 19, 2005
Posts: 15
Last: Sep 9, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 11:35 pm
Ok...

Now I've just noticed one thing, I can delete the same brush over and over and over again. I use 'Find brush...' and type in the brush number, delete it and repeat, and the same brush is still there and I have to delete it.

Also, everytime I compile it seems to point out to different brushes everytime, as well as some of the ones I supposedly already deleted. That probably means I'm definitely in trouble, doesn't it?
I really hope there's a solution to that, otherwise I'll probably get so frustrated that I'll never open Radiant again lol[crazy]

Thanks again for the replies.
Share |
RRRScorpion
General Member
Since: Feb 2, 2004
Posts: 169
Last: Dec 3, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 11:44 pm
It's pointing to different brushes because when you've deleted some and saved it, it's renumbering the ones that are left. Try saving the compile log as a text doc on ya desktop as reference and then keep going down the list till you've deleted all the ones in the text log, then recompile

[cool]
Share |
Squalla
General Member
Since: Jul 19, 2005
Posts: 15
Last: Sep 9, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Saturday, Sep. 3, 2005 03:51 pm
I just deleted all the brushes that are pointed out in the compile log (including some parts of the map that I didn't have any problems with before, which looked perfectly fine), saved as a new file, but still got the 'degenerate plane' problem on the log, and the triangulation is still failing.

After I compiled, it pointed out to different brushes that weren't pointed out before. As for the brushes being renumbered after each compile, that makes sense, but aren't they renumber right after I delete one of them? For example, if I delete, say, brush #134, wouldn't the next brush (#135) be renumbered as #134 after deletion? I'm asking that because I can delete the same brush (the degenerate ones, that are giant) multiple times without saving or compiling or anything.

I just looked for brush #137 on the map, did not delete it nor saved, compiled it and looked for the same #137, and it pointed out a different brush! Why is that?

This is truly bizarre, one time it's all working well and the next I get all of these errors... Is there still hope for this thing I've been working on?[banghead]

Anyway, thanks for the help.
Share |
Squalla
General Member
Since: Jul 19, 2005
Posts: 15
Last: Sep 9, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Saturday, Sep. 3, 2005 08:08 pm
Nevermind, guys... I tried a couple more times, compiled and it finally worked. There are still some of those 'degenerate plane' errors on the compile log, but the triangulation was successful and the map was updated when I tested.

Thanks once again for the help, fellas.[thumbs_up]
Share |
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