| Author |
Topic: Final Compile? |
| Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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| WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, May. 3, 2006 12:14 am |
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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 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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| Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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| WuphonsReach |
General Member Since: Aug 16, 2004 Posts: 276 Last: May 7, 2006 [view latest posts] |
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| sdogg45 |
General Member Since: May 2, 2004 Posts: 92 Last: Aug 15, 2006 [view latest posts] |
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| WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, May. 3, 2006 10:06 am |
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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 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, May. 3, 2006 01:47 pm |
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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] |
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| Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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