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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: how come ?
chaotica
General Member
Since: Aug 29, 2005
Posts: 344
Last: Jul 9, 2009
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Sunday, Oct. 2, 2005 09:00 am

d:\cod\call of duty>"D:\cod\Call of Duty\tools\bin\Q3map.exe" -fulldetail -v -le
aktest "d:\cod\call of duty\main\maps\mp\underground_beta2.map"
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
fulldetail = true
verbose = true
leaktest = true
1 threads
qdir: d:\cod\call of duty\
gamedir: d:/cod/call of duty/main/
----- FS_Startup -----
Current search path:
d:/cod/call of duty/\main\underground_beta2.pk3 (10 files)
d:/cod/call of duty/\main\pakb.pk3 (60 files)
d:/cod/call of duty/\main\paka.pk3 (41 files)
d:/cod/call of duty/\main\pak9.pk3 (149 files)
d:/cod/call of duty/\main\pak8.pk3 (235 files)
d:/cod/call of duty/\main\pak6.pk3 (3 files)
d:/cod/call of duty/\main\pak5.pk3 (4858 files)
d:/cod/call of duty/\main\pak4.pk3 (1668 files)
d:/cod/call of duty/\main\pak3.pk3 (1992 files)
d:/cod/call of duty/\main\pak2.pk3 (694 files)
d:/cod/call of duty/\main\pak1.pk3 (2642 files)
d:/cod/call of duty/\main\pak0.pk3 (12816 files)
d:/cod/call of duty/\main\mp.pk3 (2 files)
d:/cod/call of duty//main
d:/cod/call of duty/\main\localized_english_pak5.pk3 (46 files)
d:/cod/call of duty/\main\localized_english_pak3.pk3 (7 files)
d:/cod/call of duty/\main\localized_english_pak2.pk3 (9 files)
d:/cod/call of duty/\main\localized_english_pak1.pk3 (3736 files)
d:/cod/call of duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30172 files in pk3 files
509 shaderInfo
--- LoadMapFile ---
Loading map file d:\cod\call of duty\main\maps\mp\underground_beta2.map
WARNING: Couldn't find image for shader textures/sky/burnville
Entity 0, Brush 15: mixed face contents
Entity 0, Brush 28: mixed face contents
Entity 0, Brush 261: mixed face contents
Entity 0, Brush 262: mixed face contents
Entity 0, Brush 263: mixed face contents
Entity 0, Brush 264: mixed face contents
Entity 0, Brush 538: duplicate plane
Entity 0, Brush 850: duplicate plane
Entity 0, Brush 866: duplicate plane
Entity 0, Brush 1226: duplicate plane
Entity 0, Brush 1228: duplicate plane
WARNING: No collision map file for misc_model "xmodel/vehicle_plane_stuka_d"
672 total world brushes
16 detail brushes
810 patches
301 boxbevels
629 edgebevels
174 entities
3326 planes
0 areaportals
size: -1480,-2008, -584 to 1736, 1408, 898
############### model 0 ###############
WARNING: entity 0 brush 1254: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 33: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 24: tris with 2+ major axes; bad lighting likely
----- PatchMapDrawSurfs -----
766 patches
17 patch LOD groups
--- FaceBSP ---
4007 faces
3777 leafs
----- MakeTreePortals -----
WARNING: node without a volume
node has 2 tiny portals
node reference point -400.00 -1462.00 -120.00
206 tiny portals
----- FilterStructuralBrushesIntoTree -----
664 structural brushes
4296 cluster references
--- FloodEntities ---
1912 flooded leafs
--- FillOutside ---
1736 solid leafs
129 leafs filled
1912 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
2982 faces
3104 leafs
----- MakeTreePortals -----
WARNING: node without a volume
node has 2 tiny portals
node reference point -400.00 -1464.00 -123.03
WARNING: node without a volume
node has 2 tiny portals
node reference point -402.00 -1536.64 -165.94
330 tiny portals
----- FilterStructuralBrushesIntoTree -----
664 structural brushes
3855 cluster references
----- Building Portals and Cells -----
11 unique cells
--- NumberClusters ---
1709 visclusters
5932 visportals
5811 solidfaces
--- WritePortalFile ---
writing d:\cod\call of duty\main\maps\mp\underground_beta2.prt
--- FloodAreas ---
7 areas
----- FilterDetailBrushesIntoTree -----
8 detail brushes
22 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
3717 axial edge lines
930 non-axial edge lines
2 degenerate edges
2170 verts added for tjunctions
13346 total verts
2250 naturally ordered
396 rotated orders
80 can't order
--- AllocateLightmaps ---
18 unique shaders
17 actual shaders
152330 exact lightmap texels
262144 block lightmap texels
58.11% lightmap efficiency
finding triangle windings...
unsplittable surface crosses a cell boundary (ref pos = 104 -1852 -26, shader =
textures/industrial/autosprite2_masked@wire_single)


d:\cod\call of duty>Pause
press any key to continue

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Average clusters visible: 1433
writing d:\cod\call of duty\main\maps\mp\underground_beta2.bsp
42.00 seconds elapsed

d:\cod\call of duty>pause
Press any key to continue

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Average clusters visible: 1433
writing d:\cod\call of duty\main\maps\mp\underground_beta2.bsp
42.00 seconds elapsed

d:\cod\call of duty>pause
Druk op een toets om door te gaan. . .

d:\cod\call of duty>"D:\cod\Call of Duty\tools\bin\flare.exe" -verbose -fast "d:
\cod\call of duty\main\maps\mp\underground_beta2.map"
----- FS_Startup -----
Current search path:
d:/cod/call of duty/\main\underground_beta2.pk3 (10 files)
d:/cod/call of duty/\main\pakb.pk3 (60 files)
d:/cod/call of duty/\main\paka.pk3 (41 files)
d:/cod/call of duty/\main\pak9.pk3 (149 files)
d:/cod/call of duty/\main\pak8.pk3 (235 files)
d:/cod/call of duty/\main\pak6.pk3 (3 files)
d:/cod/call of duty/\main\pak5.pk3 (4858 files)
d:/cod/call of duty/\main\pak4.pk3 (1668 files)
d:/cod/call of duty/\main\pak3.pk3 (1992 files)
d:/cod/call of duty/\main\pak2.pk3 (694 files)
d:/cod/call of duty/\main\pak1.pk3 (2642 files)
d:/cod/call of duty/\main\pak0.pk3 (12816 files)
d:/cod/call of duty/\main\mp.pk3 (2 files)
d:/cod/call of duty//main
d:/cod/call of duty/\main\localized_english_pak5.pk3 (46 files)
d:/cod/call of duty/\main\localized_english_pak3.pk3 (7 files)
d:/cod/call of duty/\main\localized_english_pak2.pk3 (9 files)
d:/cod/call of duty/\main\localized_english_pak1.pk3 (3736 files)
d:/cod/call of duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30172 files in pk3 files
couldn't load shader 'textures/sky/burnville'
Couldn't derive lightmap <-> vertex equations for poly at (-413.667, -1916.08, -
232)
Couldn't derive lightmap <-> vertex equations for poly at (-768, 188.667, 152.66
7)
Couldn't derive lightmap <-> vertex equations for poly at (-768, -62, 139.417)
Couldn't derive lightmap <-> vertex equations for poly at (-768, 389.333, 163.16
7)
Couldn't derive lightmap <-> vertex equations for poly at (34.75, 892.583, -3.25
)
Couldn't derive lightmap <-> vertex equations for poly at (64, 920.083, 3.33333)

sunlight = 1
ambient = 0
----------------------------------------
Building flare's bsp from all polygons...
Finished in 7 seconds.
ending free vector chain length was 8
max free vector chain length was 21
27764 polys before bsp, 48920 polys after, 58259 total, 58259 max
114050 verts before bsp, 259919 total after, 259919 max
----------------------------------------
Performing sample-based diffuse lighting...
Using single vertical sample and surface normal form factor approximation
Finished in 1 seconds.
----------------------------------------
Performing world and model lighting...
iLeafNum(1752) > g_Map.iClusterCount(1709) -- .BSP probably doesn't match .PRT f
ile

d:\cod\call of duty>pause
Press any key to continue. . .
-----------------------------------------------------------------------------------
this is what i get.. this isen't a compile log i guess cuz it only taked 2 mins instead of 10 - 20 mins of compiling !
Any one can help me ?
it also doesn't update anymore .. and how come my .PRT probely doesn't match with the .BSP ??? [confused]
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Sunday, Oct. 2, 2005 10:10 am
chaotica writes...
Quote:

Entity 0, Brush 538: duplicate plane
Entity 0, Brush 850: duplicate plane
Entity 0, Brush 866: duplicate plane
Entity 0, Brush 1226: duplicate plane
Entity 0, Brush 1228: duplicate plane

Those brushes occupy the same place as other brushes. Delete them


Quote:
WARNING: entity 0 brush 33: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 24: tris with 2+ major axes; bad lighting likely

Check out those brushes to see what's wrong with them

Quote:
WARNING: node without a volume
node has 2 tiny portals
node reference point -400.00 -1464.00 -123.03
WARNING: node without a volume
node has 2 tiny portals
node reference point -402.00 -1536.64 -165.94

Look up those coordinates and see if there is anything wrong there.

Quote:
unsplittable surface crosses a cell boundary (ref pos = 104 -1852 -26, shader =
textures/industrial/autosprite2_masked@wire_single)

This is the main error, causing your .bsp not to update (and thus your .prt file not to match your .bsp file). Go to those coordinates and see what's there. It also gives you a texture... Delete it and see if it compiles then.


Oh.. and no need to make twop topics about it.. deleted the other one.
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maverick
General Member
Since: Feb 25, 2004
Posts: 460
Last: May 10, 2006
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Level 5
MODSCON
Category: CoD Mapping
Posted: Sunday, Oct. 2, 2005 11:26 am
delete teh previous compile files of that map. so the .prt file the .bsp etc.

else try to compiel it unde rantoher name.. maybe then it works and like the caretaker said, replace those brushes... you can find them by going to 'misc' in the taskbar in CoDRadiant
then find brush and give the number of the brush..
or use the option 'go to position' and fill those coordinates in teh from and then the camera will go to that position in the 3D view.

IMPORTANT: after each save in the editor each brush etc. will get another number so if you compile your map and see the problems fix them first before saving your map again because then the brushes will get another number... and you will fix teh wrong brush.

good luck with it!

gretz marc jansen
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD Mapping
Posted: Sunday, Oct. 2, 2005 12:41 pm
Start at the higest number, because only the higer numbers will get rearranged.. So..

Start at the highest number and work your way down. Then fix the max windings error. Then your leaking portals.
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