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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Girl in distress
Deactivated Account
Since: Jan 1, 1970
Posts: 53
Last: Jul 15, 2003
[view latest posts]
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 07:16 am
CONFUSED AND FRUSTRATED.....
OK, when I run my bsp, I get the red line that goes from one entity to another on my map. I'm sure there's a tutorial that explains this, but I don't know where to find it.
I'm wanting to know is the red line telling me there is an error and/or leak and is this what happens when I do go check out my map in game and i get the SP_Worldspawn error, something about you can only have 1 worldspawn...or whatever it reads
I've lost hours of work when I get this error and I'm still unsure of what I did to get it. Does it have to do with the red line and did I give my map more than 1 worldspawn and if I did, I don't know how I did it.
Thanks :cry: :confused: :cry:
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 08:03 am
save a backup copy of your map in a safe place

now take mapname.map and rename it mapname.txt

open it and press ctrl+f search for worldspawn

ok you will see a real worldspawn and a fake one, you must remove/repair the fake one -- how do we know what is the fake one? the first one listed is the real one. worldspawn is the first item in a map and there can be one only.

you can either delete it or repair it -- to repair it you change the classname if it was an entity. how do we determine>? the type of keys/values listed in it may make it obvious... but sometimes not. the next thing to look at is the texture on it and if you still dont know you could look at the coordinates listed in it :)

here is an example fixing a glass entity which accidentally became worldspawn:


"classname" "worldspawn"
// brush 0
{
( 208 -8 40 ) ( 208 -76 40 ) ( 216 -76 40 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
( 216 -76 72 ) ( 208 -76 72 ) ( 208 -8 72 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
( 216 -8 40 ) ( 216 -8 72 ) ( 208 -8 72 ) tools/_shoot -192 0 0 0.125000 0.125000 0 0 0
( 216 -76 40 ) ( 216 -76 72 ) ( 216 -8 72 ) tools/_shoot 192 0 0 0.125000 0.125000 0 0 0
( 208 -8 40 ) ( 208 -8 72 ) ( 208 -76 72 ) tools/_shoot 192 0 0 0.125000 0.125000 0 0 0
( 216 -32 44 ) ( 208 -12 40 ) ( 208 -52 48 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
( 216 -64 60 ) ( 208 -52 48 ) ( 208 -76 72 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
}


"classname" "func_glass"
// brush 0
{
( 208 -8 40 ) ( 208 -76 40 ) ( 216 -76 40 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
( 216 -76 72 ) ( 208 -76 72 ) ( 208 -8 72 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
( 216 -8 40 ) ( 216 -8 72 ) ( 208 -8 72 ) tools/_shoot -192 0 0 0.125000 0.125000 0 0 0
( 216 -76 40 ) ( 216 -76 72 ) ( 216 -8 72 ) tools/_shoot 192 0 0 0.125000 0.125000 0 0 0
( 208 -8 40 ) ( 208 -8 72 ) ( 208 -76 72 ) tools/_shoot 192 0 0 0.125000 0.125000 0 0 0
( 216 -32 44 ) ( 208 -12 40 ) ( 208 -52 48 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
( 216 -64 60 ) ( 208 -52 48 ) ( 208 -76 72 ) tools/_shoot -192 -192 0 0.125000 0.125000 0 0 0
}

to remove a entity you just delete all of the info for it. the entries are structured like this always so be sure to remove it completely, dont leave behind any extra brackets or keys or anything from the deleted item.


"classname" "class"
// comment
{
data
}


now name the map back to .map and try it, that should have worked. the redline error is simple, you have a leak, just follow the redline into the void
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Deactivated Account
Since: Jan 1, 1970
Posts: 53
Last: Jul 15, 2003
[view latest posts]
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 08:40 pm
wow, kewl, thanks for the info. I love this site [tongue]
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warlord
General Member
Since: Oct 3, 2002
Posts: 46
Last: Jun 20, 2003
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 09:25 pm
Narc handled you "worldspawn" error question so I will comment on the "red line". The red line will have its origin at some light source and if you follow it thru the map in the editor you will see it intersect and go thru an outside texture somewhere. This can be caused by a physical hole in the map construction or in some cases it can be caused by making an outside (barrier) wall a detail brush. Generally speaking, in the box that seals your map area off from the outside world you cannot have any transparent textures ( glass, etc. ), you cannot have any gaps, and you cannot use detail brushes.
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Deactivated Account
Since: Jan 1, 1970
Posts: 53
Last: Jul 15, 2003
[view latest posts]
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 10:37 pm
Oh ok, The red line went from a light to a picture on the wall, and the wall is next to the sky texture. I removed the picture so hopefully this was what it was.....do I need to run another bsp when I get this red line?
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warlord
General Member
Since: Oct 3, 2002
Posts: 46
Last: Jun 20, 2003
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 10:46 pm
It is always better to recompile a map after the red line error. Most of the time if the leak is not that serious you will just get a distortion ( warping effect ) when looking directly on the leaking spot. Sometimes it will cause other problems that don't show up as so obvious...things don't work, textures don't line up, wierd happenings in general.
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 11:34 pm
Just something I've observed:

If you make a picture (for example) and turn it into a detail brush, and the picture has an entire side that touches an outside wall, it will cause a leak. If you wish to leave the picture there, however, move it exactly 1 unit away from the wall with the grid size set to 1.

This will move out so slightly that no-one will notice, but it allows the engine to fully draw both sets of tris with no errors.
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Deactivated Account
Since: Jan 1, 1970
Posts: 53
Last: Jul 15, 2003
[view latest posts]
Category: SoFII Mapping
Posted: Monday, Apr. 14, 2003 11:36 pm
Ok gotcha, thanks so very much lol
I couldn't do this without you guys. Thanks for answering so quickly.
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DarkOktane
General Member
Since: Nov 9, 2001
Posts: 791
Last: Sep 16, 2005
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Tuesday, Apr. 15, 2003 12:20 am
Holy crap! a female mapper!!

Jewel, will you marry me? Please? lol ;)

Always good to see a new mapper, a female one at that :-D we don't get many of those... actually, if i am incorrect, you are the token girl on the site, hehe Woo me crazy :D
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Deactivated Account
Since: Jan 1, 1970
Posts: 53
Last: Jul 15, 2003
[view latest posts]
Category: SoFII Mapping
Posted: Tuesday, Apr. 15, 2003 02:22 am
Ok I have another problem......what's up when I go in to check my map after my bsp compile and the ground is black and the lighting is all f***ed. It just aint right. What did I do wrong and how do I fix this without losing the work I just did on it.........Help!!!!! [mad]
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