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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: Final Compile?
Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, May. 2, 2006 11:32 pm
Hmm, my PC is not great at all, it can barely run the original COD. My system specs are an AMD athlon 3200+ processor, 160GB 7200RPM Hard Drive, and 512mb DDR SDRAM. This crash and shutdown has happened before when there was an error in my game like not enough portals or there were to many models when I tried to compile. I compiled fast though and everything worked great so it should work when I have it set to extra right? Is it really necessary to do a extra flare? Also caretaker I saw you wrote in a post I am not sure how long ago but you said something about stuff is different for a SP map, you don't have to do something. Thanks for the help by the way!
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 12:14 am
Oh dear,

Seeing as your maps sp, you could do a -fast vis stage, but the minimum settings you could get away with on flare would be these, -sundiffusesamples 2 -modelshadow.

You said before you had BOTH -extra and -modelshadow selected?? no no no... -extra is all you need, it will do shadows on models by default.

Seeing as I'm at home doing nothing much, if you still can't compile it on ur pc then send over the .map here mate, I can do a full one on my desktop pc, it's doing nothing at the moment anyway, you should still have my email addy.

Regards Grassy
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 12:35 am
Alright, I will try compiling with those settings if it doesn't work I will send it over to you. Thanks for helping Grassy!
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 02:25 am
Hey grassy. I put my settings in CODUO Maker to

Flare ModelShadow, ModelAlphaShadow, and SunDiffuseSamples to 10.

I have fast set in VIS

Is there anything wrong with those settings becuase my pc crashed and shutdown again. If not and it is still okay, if you could compile it for me? Thanks grassy!
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 04:52 am
Grab a copy of Speedfan 4.16 (or later) to monitor temps. Odd that it would crash during a full compile and not a fast compile, but the full compile does take longer so maybe heat is building up.

My recommendation to mappers is:

1) Use fast compiles only when doing interactive development. (As in, you changed something and want to quickly see what it looks like.)

A fast compile for me is:

q3map -v -game uo -samplesize 42 "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"
if errorlevel 1 pause

- I use a custom samplesize to avoid a particular error message. It also helps to reduce VIS slightly (but only when you cross power-of-two boundaries).

q3map -vis -game uo "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"
if errorlevel 1 pause

- I never use a fast VIS. My system does the full VIS in about 4 minutes and I take that time to go cruise forums or get up and stretch.

q3map -info "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%.bsp"
if errorlevel 1 pause

- Good for seeing information and checking whether you are close to hitting any limits.

(one of the two following flares)

@rem EXTRA FAST LIGHTING
@rem flare -verbose -fast -DumpOptions -MaxVerts 8000000 -MaxPolys 4000000 -game uo "C:\Program Files\Game\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"

- No model shadows, shaves a lot of time off of lighting. But you can miss errors that can crop up later.
- Most folks won't need MaxVerts/MaxPolys options unless it's a larger map.

@rem MEDIUM QUICK
@rem flare -verbose -extra -sundiffusesamples 1 -MaxVerts 8000000 -MaxPolys 4000000 -MaxOccluders 40000 -DumpOptions -game uo "C:\Program Files\Game\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"

- This is my preferred "fast" flare. Minimum of diffuse samples but it still gives me a close-to-final view of the map.

(and no VCLOG compile)

2) Do a full compile at least once a week during the project. Nightly is preferable. You can shave back on SunDiffuseSamples in your FLARE step to make the process go quicker (using a value of 1 to 3 instead of 8 to 10). A full compile causes different errors to crop up and it's better to catch them early in the project rather then later.

For the final compile, I simply make sure to run a full VIS (no -fast), I run with a 'sundiffusesamples' of 8 to 10, and I add my VCLOG.

CD "C:\Program Files\Call of Duty"
CoDUOMP.exe +set r_vc_compile 2 +sv_pure 0 +devmap mp_uo_%MAPNAME%_%MAPVER%

...

I also prefer a batch file compile when I get into the later versions of a project (beta cycle and final release). If you do everything with a batch file along the way, you *know* that you won't forget and miss a step. (Such as failing to VCLOG a map or failing to include a particular file.)

My batch file even checks to make sure I didn't forget to copy key files from the previous version. Not to mention making a backup copy of the source files to another drive...
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sdogg45
General Member
Since: May 2, 2004
Posts: 92
Last: Aug 15, 2006
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 06:33 am
your processor could be overheating. im pretty sure all processors have a feature where they automatically shut down to prevent damage due to overheating.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 10:06 am
Ace008 writes...
Quote:
Hey grassy. I put my settings in CODUO Maker to

Flare ModelShadow, ModelAlphaShadow, and SunDiffuseSamples to 10.

I have fast set in VIS

Is there anything wrong with those settings becuase my pc crashed and shutdown again. If not and it is still okay, if you could compile it for me? Thanks grassy!


No dont use the tickbox for sundiffuse, type it in manualy in the extra options feild below, that way you can specify a sample size of 2 (not ten) also you dont need to use alpha shadow.
Grassy
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 01:47 pm
I am getting an error in compile that says I am not writing this sundiffusesample right. Here is what my compile log says:

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
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
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:
----------------------
51402 files in pk3 files
967 shaderInfo
--- LoadMapFile ---
Loading map file C:\Program Files\Call of Duty\uo\maps\Reusville.map
WARNING: Couldn't find image for shader textures/sky/pegasusday
Entity 0, Brush 409: mixed face contents
Entity 0, Brush 534: mixed face contents
Entity 0, Brush 539: mixed face contents
WARNING: Couldn't find image for shader textures/sfx/rhinewater
Entity 0, Brush 672: mixed face contents
Entity 0, Brush 847: mixed face contents
Entity 0, Brush 1556: mixed face contents
Entity 0, Brush 1753: mixed face contents
Entity 0, Brush 4236: mixed face contents
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: No collision map file for misc_model "xmodel/o_br_prps_potted-plant-05b
" file: "collmaps/o_br_prps_potted-plant-05b.map"
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: Couldn't find image for shader textures/common/clip_nosight_rock
WARNING: No collision map file for misc_model "xmodel/static_vehicle_german_truc
k_d" file: "collmaps/static_vehicle_german_truck_d.map"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_german_truc
k_d" file: "collmaps/static_vehicle_german_truck_d.map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prps_scythe" file: "c
ollmaps/o_rs_prps_scythe.map"
WARNING: No collision map file for misc_model "xmodel/o_ge_prp_mess_kit" file: "
collmaps/o_ge_prp_mess_kit.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/grasstuft3" file: "collmap
s/grasstuft3.map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prp_sandbag(d)" file:
"collmaps/o_rs_prp_sandbag(d).map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prp_sandbag(d)" file:
"collmaps/o_rs_prp_sandbag(d).map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prp_sandbag(d)" file:
"collmaps/o_rs_prp_sandbag(d).map"
WARNING: No collision map file for misc_model "xmodel/vehicle_british_horsacrash
1" file: "collmaps/vehicle_british_horsacrash1.map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prp_sandbag(d)" file:
"collmaps/o_rs_prp_sandbag(d).map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prp_sandbag(d)" file:
"collmaps/o_rs_prp_sandbag(d).map"
WARNING: No collision map file for misc_model "xmodel/v_br_sea_small-boat-04_in_
water" file: "collmaps/v_br_sea_small-boat-04_in_water.map"
WARNING: No collision map file for misc_model "xmodel/o_rs_prps_shovel" file: "c
ollmaps/o_rs_prps_shovel.map"
5433 total world brushes
5326 detail brushes
1243 patches
9192 boxbevels
13968 edgebevels
1215 entities
57696 planes
0 areaportals
size: -4814,-2241, -224 to 12719, 9590, 1088
############### model 0 ###############
----- PatchMapDrawSurfs -----
537 patches
275 patch LOD groups
--- FaceBSP ---
7811 faces
4836 leafs
----- MakeTreePortals -----
251 tiny portals
----- FilterStructuralBrushesIntoTree -----
1303 structural brushes
2799 cluster references
--- FloodEntities ---
1763 flooded leafs
--- FillOutside ---
2398 solid leafs
675 leafs filled
1763 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
3761 faces
2808 leafs
----- MakeTreePortals -----
267 tiny portals
----- FilterStructuralBrushesIntoTree -----
1303 structural brushes
3353 cluster references
----- Building Portals and Cells -----
44 unique cells
--- NumberClusters ---
1359 visclusters
3333 visportals
4456 solidfaces
--- WritePortalFile ---
writing C:\Program Files\Call of Duty\uo\maps\Reusville.prt
--- FloodAreas ---
1 areas
----- FilterDetailBrushesIntoTree -----
4130 detail brushes
7285 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
15508 axial edge lines
6502 non-axial edge lines
6 degenerate edges
22010 edge lines of 131072
5850 verts added for tjunctions
62493 total verts
12620 naturally ordered
1329 rotated orders
173 can't order
--- AllocateLightmaps ---
195 unique shaders
285 actual shaders
1780681 exact lightmap texels
1835008 block lightmap texels
98.06% lightmap efficiency
finding triangle windings...
merging into concave windings...
added 17235 points for thin polygons (10.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
2 self-tjunctions fixed
985 degenerate tris removed
simplifying triangles...
3787 tris simplified away (3.8%)
emitting triangles...
16085 vertices couldn't be merged because the textures point different ways
----- FilterCollisionSurfsIntoTree -----
--- EndModel ---
Writing C:\Program Files\Call of Duty\uo\maps\Reusville.bsp
115 seconds elapsed

C:\Documents and Settings\Owner\Desktop>"C:\Program Files\Call of Duty\UOTools\b
in\Q3map.exe" -vis -fast -game uo "C:\Program Files\Call of Duty\uo\maps\Reusvil
le.map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\sp_belgium.pk3 (36 files)
C:/Program Files/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Call of Duty/\uo\pakuo01.pk3 (1652 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6231 files)
C:/Program Files/Call of Duty/\uo\normandy.pk3 (19 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
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
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
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:
----------------------
51402 files in pk3 files
reading C:\Program Files\Call of Duty\uo\maps\Reusville.bsp
reading C:\Program Files\Call of Duty\uo\maps\Reusville.prt
1359 portalclusters
3333 numportals
4456 numfaces
6666 active portals
764 hint portals
visdatasize:239192
0...1...2...3...4...5...6...7...8...9... (9)
creating leaf vis...
Average clusters visible: 1251
writing C:\Program Files\Call of Duty\uo\maps\Reusville.bsp
15.00 seconds elapsed

C:\Documents and Settings\Owner\Desktop>move /Y "C:\Program Files\Call of Duty\u
o\maps\Reusville.bsp" "C:\Program Files\game\uo\maps\Reusville.bsp"

C:\Documents and Settings\Owner\Desktop>move /Y "C:\Program Files\Call of Duty\u
o\maps\Reusville.prt" "C:\Program Files\game\uo\maps\Reusville.prt"

C:\Documents and Settings\Owner\Desktop>"C:\Program Files\Call of Duty\UOTools\b
in\flare.exe" sundiffusesamples 2-modelshadow -game uo "C:\Program Files\game\u
o\maps\Reusville"
USAGE: FLARE [args] mapname, where args is 0 or more of the following.
Options ignore capitalization; it is only present in the list for clarity.
-? Displays usage information
-Help Displays usage information
-Verbose Turns on verbose prints
-Quiet Turns off progress counters (can be used with -Verbose)
-Warn Sets the warning level
-Exec Executes a config file
-GameDir Current mod's subdirectory from the GameDir
-Game Current mod's subdirectory from the GameDir
-BaseDir Current mod's subdirectory from the GameDir
-Fast Use fast presets for several options
-Extra Use high-quality presets for several options
-MaxPolys Maximum number of polys to use during light compile
-MaxVerts Maximum number of vertices to use during light compile
-MaxBrushes Maximum number of brushes to use during bsp solid check
-MaxOccluders Maximum number of occluders to use during light compile
-Visual Activates visual preview / debugging
-NoVisualOnlyPolys Don't keep polys to be drawn that don't affect lighting
-Width Sets screen width for visual debugging
-Height Sets screen height for visual debugging
-Fullscreen Uses fullscreen mode for visual debugging
-PicMip Skips the first N mipmap levels to save texture memory
-DebugLmapAreas Shows relative coverage of each lmap pixel as intensity
-DebugLmapBleeding Tests lightmap bleeding
-CorrectSolid Forces correcting for partially covered polygons
-NoCorrectSolid Skips correcting for partially covered polygons
-DiffuseSun Froces diffuse sunlighting
-NoDiffuseSun Doesn't do diffuse sunlighting
-SampleDiffuseSun Diffuse sun uses point sampling instead of area lights
-AreaDiffuseSun Diffuse sun uses area lights instead of point sampling
-FastDiffuseSun SampleDiffuseSun uses a single vertical sky trace
-ExtraDiffuseSun SampleDiffuseSun uses multiple sky traces
-BackSplash Adds a backsplash pointlight for area lights
-NoSmoothNormals Uses polygon normals instead of smoothed vertex normals
-LeafLights Forces finding of entity lighting info (needs .PRT file)
-NoLeafLights Don't find entity lighting info (also ignores .PRT file)
-ModelShadow Allows model surfaces to cast shadows
-NoModelShadow Prevents model surfaces from casting shadows
-WorldModels Adds model surfaces to the world BSP
-LocalModels Keeps model surfaces out of the world BSP
-ModelAlphaShadow Allows transparent model surfaces to cast shadows
-NoModelAlphaShadow Prevents transparent model surfaces from casting shadows
-MergeOccluders Tries to merge occluders (may speed up model shadows)
-NoMergeOccluders Doesn't merge occluders (may speeds up no model shadows)
-FastAlphaCheck Does alpha checking at a point instead of over an area
-ExtraAlphaCheck Does alpha checking over an area instead of at a point
-MaxAlphaPixels Max pixels to do area alpha filtering (extra alpha only)
-SplitCost Heuristic penalty for splitting a poly (relative to 1)
-AxialThreshold BSP always looks for axial planes for > this many polys
-SunColor Direct sun color to use (-suncolor R G B)
-SunLight Intensity of direct sunlight
-SunDiffuseColor Diffuse sun color to use (-sundiffusecolor R G B)
-DiffuseFraction Fraction of sun's intensity to be diffuse lighting
-SunDirection Sun direction to use (-sundirection pitch yaw roll)
-MinLight Minimum intensity for a lightmap pixel (-minlight R G B)
-SunDiffuseSamples Hemicube edge size for SampleDiffuseSun (3N^2 samples)
-SunDiffuseStep Units between diffuse sun form factor light samples
-AreaLightStep Units between area light samples
-DumpOptions Displays current settings of most parameters

Unknown argument 'sundiffusesamples'

C:\Documents and Settings\Owner\Desktop>move /Y "C:\Program Files\game\uo\maps\R
eusville.bsp" "C:\Program Files\Call of Duty\uo\maps\Reusville.bsp"

C:\Documents and Settings\Owner\Desktop>move /Y "C:\Program Files\game\uo\maps\R
eusville.prt" "C:\Program Files\Call of Duty\uo\maps\Reusville.prt"

C:\Documents and Settings\Owner\Desktop>pause
Press any key to continue . . .

I put this into my CODUO maker in the extra options area
sundiffusesamples 2.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 02:19 pm
the option should be -sundiffusesamples 2.. not sundiffusesamples 2.
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, May. 3, 2006 02:58 pm
Alright I will it try it out, hopefully it will work. Thanks caretaker![wave]
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