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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: Colditz Castle for CoD 1
StrYdeR
General Member
Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Friday, Oct. 18, 2013 01:32 pm
Code:

WARNING: entity 0 brush 9475: tris with 2+ major axes; bad lighting likely


This is usually caused by clipping or vertices manipulation- and easily found - in the editor select the brush number and delete/remake it...repeat for the remaining bad brushes

Code:

WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00


contrary to what you might think - this is not really a portal issue

this error can most commonly happen when using csg split or hollow (*NEVER USE THESE TOOLS) or when trying to use a windows shortcut (ie - ctrl+z to undo)

this particular error references a brush that is so big that the compiler cannot locate the edges, only the origin

to remove this error draw a box around the entire visible map and click select inside...copy and paste this into a new map and save

Code:

WARNING: node without a volume
node has 3 tiny portals
node reference point 724.00 -169.00 -449.00


inversely to the above, this brush is so tiny that the editor cannot find it - again most often caused by using the csg tools or windows shortcuts, but can also be inadvertently created while clipping

in the editor, draw a 16x16x16 box centered at the coordinate location and click select touching

delete and recreate any lost geometry

Code:

Degenerate triangle (ie, point or line) given to DeriveTextureVectors; ref pos =
 (-915 350 320)
This is sometimes caused by improper collapsing of vertices on the boundary between terrains.  It may also be caused by a bad brush.  Sometimes using the clipping tool can cause this; hiding all brushes in the area, selecting complete tall
around the point, and pressing 'delete' may fix the problem.


This error is why the compile actually "failed" and the compile tool actually explains how resolve it and what the likely cause is

[angryalien]
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hjdeifha
General Member
Since: Sep 5, 2013
Posts: 7
Last: Apr 17, 2015
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Saturday, Oct. 19, 2013 07:29 am
Thanks for the help and the encouraging words all! I will work on this over the weekend and post my results. Hoping I can corner the error and post a BSP soon. Brain Storm, Stryder, and Ivan987--- your tips are GREATLY appreciated!! Thanks!

I started mapping for CoD in 2004, but stopped completely after a few months due to time constraints. I've never even played anything past UO. I recently have more time on my hands (that's a good thing [biggrin]) and found this partly finished map on an old flash drive along with a seven others. Colditz was the most complete... so I decided to finally finish it.
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hjdeifha
General Member
Since: Sep 5, 2013
Posts: 7
Last: Apr 17, 2015
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Saturday, Oct. 19, 2013 07:35 am
Also, Brain Storm, could you repost the map? I am not seeing it up here
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
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Level 4
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Oct. 19, 2013 10:13 am
I played around with the map for quite a while yesterday and came to the conclusion that the map has so many inbuilt faults, it will never compile. there are hundreds of tiny brushes caused by using the clipping tool, and CSG subtract. I think that your best bet would be to rebuild the complete map after reading a few tutorials. Anyway, best of luck with it, it looks like it could be an interesting map. [wave]

edited on Oct. 19, 2013 03:13 am by Johnno
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Saturday, Oct. 19, 2013 02:01 pm
the nodes without volume that i mentioned will not stop the compile process - only reduce the quality of gameplay - your map would still compile with them left in but it would be more efficient to play (rendering) if they were fixed

[angryalien]
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoD Mapping
Posted: Wednesday, Oct. 23, 2013 01:48 pm
Hi, a little bit of progress on this one, after one hell of a lot of work, i managed to fix the problem of the bsp compile crashing at location -915 350 320.
However, we now have this


C:\Documents and Settings\XXXX\Desktop>"j:\call of duty\tools\bin\Q3map.exe" "j
:\call of duty\main\maps\mp\Coldiiz2.map"
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
j:/call of duty/\main\pakb.pk3 (60 files)
j:/call of duty/\main\paka.pk3 (41 files)
j:/call of duty/\main\pak9.pk3 (149 files)
j:/call of duty/\main\pak8.pk3 (235 files)
j:/call of duty/\main\pak6.pk3 (3 files)
j:/call of duty/\main\pak5.pk3 (4858 files)
j:/call of duty/\main\pak4.pk3 (1668 files)
j:/call of duty/\main\pak3.pk3 (1992 files)
j:/call of duty/\main\pak2.pk3 (694 files)
j:/call of duty/\main\pak1.pk3 (2642 files)
j:/call of duty/\main\pak0.pk3 (12816 files)
j:/call of duty//main
j:/call of duty/\main\localized_english_pak5.pk3 (46 files)
j:/call of duty/\main\localized_english_pak3.pk3 (7 files)
j:/call of duty/\main\localized_english_pak2.pk3 (9 files)
j:/call of duty/\main\localized_english_pak1.pk3 (3736 files)
j:/call of duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30160 files in pk3 files
Loading map file j:\call of duty\main\maps\mp\Coldiiz2.map
Entity 0, Brush 467: duplicate plane
Entity 0, Brush 468: duplicate plane
WARNING: Couldn't find image for shader textures/common/ladder_wood
Entity 0, Brush 1528: duplicate plane
Entity 0, Brush 1528: duplicate plane
Entity 0, Brush 1552: duplicate plane
Entity 0, Brush 1552: duplicate plane
Entity 0, Brush 1588: duplicate plane
Entity 0, Brush 1588: duplicate plane
Entity 0, Brush 1621: duplicate plane
Entity 0, Brush 3331: duplicate plane
Entity 0, Brush 5838: duplicate plane
Entity 0, Brush 6149: duplicate plane
Entity 0, Brush 6179: duplicate plane
Entity 0, Brush 6179: duplicate plane
Entity 0, Brush 6183: duplicate plane
Entity 0, Brush 6183: duplicate plane
Entity 0, Brush 6468: duplicate plane
Entity 0, Brush 6505: duplicate plane
Entity 0, Brush 6505: duplicate plane
Entity 0, Brush 6506: duplicate plane
Entity 0, Brush 6506: duplicate plane
Entity 0, Brush 6507: duplicate plane
Entity 0, Brush 6507: duplicate plane
Entity 0, Brush 7390: duplicate plane
Entity 0, Brush 7404: duplicate plane
Entity 0, Brush 7445: duplicate plane
Entity 0, Brush 7840: duplicate plane
Entity 0, Brush 8072: duplicate plane
Entity 0, Brush 8072: duplicate plane
Entity 0, Brush 8073: duplicate plane
Entity 0, Brush 8073: duplicate plane
Entity 0, Brush 8082: duplicate plane
Entity 0, Brush 8082: duplicate plane
Entity 0, Brush 8083: duplicate plane
Entity 0, Brush 8083: duplicate plane
Entity 0, Brush 8092: duplicate plane
Entity 0, Brush 8092: duplicate plane
Entity 0, Brush 8093: duplicate plane
Entity 0, Brush 8093: duplicate plane
Entity 0, Brush 8102: duplicate plane
Entity 0, Brush 8102: duplicate plane
Entity 0, Brush 8103: duplicate plane
Entity 0, Brush 8103: duplicate plane
Entity 0, Brush 8262: duplicate plane
Entity 0, Brush 8262: duplicate plane
Entity 0, Brush 8263: duplicate plane
Entity 0, Brush 8263: duplicate plane
Entity 0, Brush 8272: duplicate plane
Entity 0, Brush 8272: duplicate plane
Entity 0, Brush 8641: duplicate plane
Entity 0, Brush 9782: duplicate plane
Entity 0, Brush 9782: duplicate plane
Entity 0, Brush 10544: duplicate plane
WARNING: entity 0 brush 9475: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9469: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9465: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9459: tris with 2+ major axes; bad lighting likely
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 724.00 -169.00 -449.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 724.00 -216.00 -450.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 530.00 -169.00 -362.13
WARNING: node without a volume
node has 3 tiny portals
node reference point 334.00 -169.00 -274.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 236.00 -169.00 -230.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -686.49 551.79 210.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -75.00 -539.11 270.00
WARNING: node without a volume
node has 4 tiny portals
node reference point -569.98 -262.91 42.02
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -2047.95 -720.00 311.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -1424.00 -548.67 148.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -2391.05 853.76 156.00
WARNING: node without a volume
node has 1 tiny portals
node reference point -2738.05 534.88 156.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -2752.11 538.16 220.00
WARNING: node without a volume
node has 3 tiny portals
node reference point -2060.00 -789.00 303.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 4 tiny portals
node reference point -2319.86 -249.00 240.00
WARNING: node without a volume
node has 1 tiny portals
node reference point -2648.00 -512.24 162.00
WARNING: node without a volume
node has 2 tiny portals
node reference point -2648.00 -512.24 162.00
WARNING: node without a volume
node has 2 tiny portals
node reference point -2754.00 -357.00 128.00
**********************
******* leaked *******
**********************
232 unique shaders
334 actual shaders
finding triangle windings...
merging into concave windings...

C:\Documents and Settings\XXXX\Desktop>Pause
Press any key to continue . . .

If i remember right, this has something to do with the map being too big[confused]
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BrainStorm
General Member
Since: Aug 26, 2009
Posts: 24
Last: Jan 20, 2014
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Oct. 23, 2013 06:30 pm
Hey,

says Leaked at the end. Correct me if I'm wrong but that is usually one of two things:
1- the sky box has a gap in it
2- an entity or brush is going through the skybox or one is outside the skybox

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morgawr
General Member
Since: Dec 15, 2004
Posts: 377
Last: Mar 19, 2023
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Thursday, Oct. 24, 2013 12:09 pm
Just got back online after moving house and find this beauty,
nice map, found models I never knew we had, so for me it's a learning curve :)
Looked at the dot map and it looking fixable, a lot of problems I have made myself, it's just going to take some time to break it all down and put back together.
I know we are told to never use CSG SUBTRACT & HOLLOW
but these are fantastic tools and if used you should always use clean brushes after use. I never get probs with this now and I have built complete maps without testing to almost 100% completion. ( but that's not a good habit )
The rule save lots is a great one, but I do it this way every time lots of times.
Clean Brushes - delete - save. This has stopped all the old problems I used to get, and I have many saves of the map I'm working on.
So I used clean brushes on your map and wow, there was a few, then a compile that tells me the map needs to be broken down into many saved prefabs and then slowly rebuilt with compiles and possible little fixes all along the way.
This method works great as the map and broken down prefabs have a memory that puts everything back in the right place even when you restart a fresh map using only your broken down prefabs or saved parts of maps.
If you like I would like to have a try at this for you,
Long Live uo :)
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoD Mapping
Posted: Thursday, Oct. 24, 2013 06:21 pm
You've come to the same conclusion as me. I have a feeling that the map was built with cod radiant originally. I have also loaded it into Gradiant and found all those brushes that disapeared into infinity, still no luck so i cut a bit out and rebuilt it. The amount of useless bits and pieces that i found, was surprising. Also, a lot of those models that are in the map are brushmodels, the chessboard for instance is all brushes, it must have taken the guy who built this map 'one hell of a long time'. Another thing is that there seems to be a lot of 'invisible' brushes. Also there are a lot of duplicate brushes etc. etc.
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morgawr
General Member
Since: Dec 15, 2004
Posts: 377
Last: Mar 19, 2023
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Thursday, Oct. 24, 2013 08:49 pm
Johnno, I will keep an eye on this post, looks like your well into it at the moment. myself I would break the map into tons of prefabs by clicking on 1 brush at a time and rebuild compiling each prefab along the way. take ages but a challenge.
I forgot, the 1st thing I did was make the sky box at it's simplest
so I missed some issues, sky boxes do not need to be edged. for me it's, draw a box - hollow - add single side texture to sides and bottom - and texture all sides of the top brush to allow arty in, then clean brushes - delete - save.
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