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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: Compiling From the Editor
Gman_2004
General Member
Since: Jun 19, 2004
Posts: 8
Last: Jul 15, 2004
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Category: CoD Mapping
Posted: Monday, Jul. 12, 2004 02:51 pm
ok i put the stuff in but after u compile the map(at least i think it does). where does it put your pk3 files????? is it in Main folder or somewhere else.
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foyleman
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Category: CoD Mapping
Posted: Monday, Jul. 12, 2004 03:35 pm
pk3.. no.. it compiles the map file into a bsp file.

pk3 files are another subject.
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SPY
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Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Category: CoD Mapping
Posted: Tuesday, Jul. 13, 2004 11:53 am
a stupid question maybe Foyleman, but what does this way of compiling do? i ask this because i'm interested in if this way of compiling from you also makes ai to walk without a script.

as you maybe know am i trying to get the ai's to walk without a script. another person did tell me to use the dawnville .bat in cod/main/maps to compile my sp-maps. this would make the ai's to walk, does this way of compiling out of the editor itself the same as that bat compiling way.

jope you understand what i'm trying to say?

greetings,
leon
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foyleman
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Category: CoD Mapping
Posted: Tuesday, Jul. 13, 2004 12:08 pm
Compiling from the dos window should provide the same results as running a bat file. A bat file will open the dos window, run the commands, and close the dos window when it is done.

You should actually be ablet o copy the commands in the bat file and use them in the dos window.

I used to use the dos window regularly for lold quake based games. I did this so I could control the compiling better and so I could see the readout from the compilers. I don't know if the cod compilers have much of a readout anymore... even in verbose mode.
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Apo
General Member
Since: Dec 13, 2004
Posts: 10
Last: Mar 31, 2005
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Category: CoD Mapping
Posted: Monday, Dec. 13, 2004 06:51 pm
Uhm... I'm probably too stupid or something, but I also always get the "no Call of Duty in ..." error. Even if I compile the "normal" way.
What other causes for this error are there?
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amishthunder
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Since: Oct 24, 2004
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Category: CoD Mapping
Posted: Monday, Dec. 13, 2004 08:57 pm
Well since we're on the subject i got a good question...

When i compile i get...


C:\Program Files\Call of Duty\Main\maps>C:

C:\Program Files\Call of Duty\Main\maps>cd \Program Files\Call of Duty\Tools\bin


C:\Program Files\Call of Duty\Tools\bin>q3map -basedir "call of duty" ..\..\Main
\maps\house_compile.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\zzz_HLCRcon_v5_UO_ONLY.pk3 (19 files)
C:/Program Files/Call of Duty/\main\SpeedBall.pk3 (12 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/\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:
----------------------
30085 files in pk3 files
Loading map file C:/Program Files/Call of Duty/Tools/bin/..\..\Main\maps\house_c
ompile.map
Entity 0, Brush 29: duplicate plane
**********************
******* leaked *******
**********************
16 unique shaders
Entity 0, brush 23: Lightmap allocation failed

C:\Program Files\Call of Duty\Tools\bin>pause
Press any key to continue . . .

C:\Program Files\Call of Duty\Tools\bin>q3map -basedir "call of duty" -vis -fast
..\..\Main\maps\house_compile.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
Unknown option "-vis"

C:\Program Files\Call of Duty\Tools\bin>pause
Press any key to continue . . .

C:\Program Files\Call of Duty\Tools\bin>flare -extra -sundiffusesamples 10 -dump
options ..\..\Main\maps\house_compile.map
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\zzz_HLCRcon_v5_UO_ONLY.pk3 (19 files)
C:/Program Files/Call of Duty/\main\SpeedBall.pk3 (12 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/\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:
----------------------
30085 files in pk3 files
models in world bsp: enabled
model shadows: enabled
model alpha shadows: enabled
occluder merging: disabled
area light backsplash: enabled
smooth normals: enabled
visual debugging: disabled
keep visual only polys: disabled
verbose messages: disabled
debug lightmap areas: disabled
debug lightmap bleeding: disabled
poly in solid correction: enabled
diffuse sunlighting: enabled
point-sampled diffuse sun: enabled
single-sample diffuse sun: disabled
lightmap calculation: enabled
extra alpha check: enabled
max alpha pixels: 1024
find leafs for lights: enabled
max polys: 1048576
max vertices: 4194304
max brushes: 262144
max occluders: 0
bsp poly split cost: 8
axis-aligned bsp threshold: 500
point light scale: 7500
linear light scale: 0.000125
light grid scale: 1
overbright scale: 2
one over min intensity: 255
hemicube edge size: 10
surface light step world: 16
surface light step sky: 128
Could not load file '..\..\Main\maps\house_compile.bsp'

C:\Program Files\Call of Duty\Tools\bin>pause
Press any key to continue . . .


i have highlited the important parts.
I use the UOtools to build and i have done the NTFS compiling tutorial (http://modsonline.com/Tutorials-read-192.html)

I'm so lost... This is the first time this happened out of like 5 crappy maps i made and this is the first one im satisified with so far.
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: CoD Mapping
Posted: Monday, Dec. 13, 2004 11:08 pm
Apo, you did write;
but I also always get the "no Call of Duty in ..." error. Even if I compile the "normal" way.
'what does it say after ;
"no Call of Duty in ..."
as far as i know understand it will it say that it can't find any cod in the path that it is looking for now. when you don't get a bsp file it could be because you have your path's wrong.

amishthunder, somewhere you can see this is the compile;
**********************
******* leaked *******
**********************
this means that your entities now make contact with the void around your map. maybe your skybox is not closed compleatly. there are severel other things that could make this leaked error. for instance a entitie outside the map, in the void causes also a leak. or when you have a very large map and have made some errors with brushes/and or entities, (for instance a entitie that is somewhere in a brush, or brushes into eatch other.
when you comple a map with the map open in the editor and you use after the compile the option;
file/pointfile
than a red line will point to the place in your map where the leak is taken place.
hope this helpes. but another option is by compiling the map on another way. i only make sp maps so therefor i only use a .bat file for the compile of my maps, (i just changed the name of the original dawnville.bat in to my mapname.bat and also changed this inside the .bat file).

leon
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
[view latest posts]
Level 5
MODSCON
Im a fan of MODSonair
Category: CoD Mapping
Posted: Monday, Dec. 13, 2004 11:54 pm
ok... now i get...


C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -v -fulldetail -game uo "C:\Program Files\Call of Duty\uo\maps\mp\hou
se_sky"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- q3map ----
verbose = true
fulldetail = true
1 threads
qdir: C:\Program Files\Call of Duty\
gamedir: C:/Program Files/Call of Duty/uo/
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\zzz_HLCRcon_v5_UO_ONLY.pk3 (19 files)
C:/Program Files/Call of Duty/\uo\SpeedBall.pk3 (12 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\mp_office.pk3 (47 files)
C:/Program Files/Call of Duty/\uo\Mogadishu.pk3 (20 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\zzz_HLCRcon_v5_UO_ONLY.pk3 (19 files)
C:/Program Files/Call of Duty/\main\SpeedBall.pk3 (12 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_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:
----------------------
51370 files in pk3 files
967 shaderInfo
--- LoadMapFile ---
Loading map file C:\Program Files\Call of Duty\uo\maps\mp\house_sky.map
Entity 0, Brush 119: duplicate plane
Entity 0, Brush 470: duplicate plane
Entity 0, Brush 475: duplicate plane
WARNING: Couldn't find image for shader textures/notexture
WARNING: Couldn't find image for shader textures/skies/foy
495 total world brushes
44 detail brushes
54 patches
94 boxbevels
26 edgebevels
2 entities
954 planes
0 areaportals
size: -32960,-30280,-18240 to 33600,29456,22720
############### model 0 ###############
----- PatchMapDrawSurfs -----
44 patches
20 patch LOD groups
--- FaceBSP ---
2792 faces
23105 leafs
----- MakeTreePortals -----
36 tiny portals
----- FilterStructuralBrushesIntoTree -----
466 structural brushes
11128 cluster references
--- FloodEntities ---
4879 flooded leafs
--- FillOutside ---
10152 solid leafs
8074 leafs filled
4879 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
2023 faces
13700 leafs
----- MakeTreePortals -----
49 tiny portals
----- FilterStructuralBrushesIntoTree -----
466 structural brushes
10134 cluster references
----- Building Portals and Cells -----
1 unique cells
--- NumberClusters ---
4839 visclusters
10949 visportals
11444 solidfaces
--- WritePortalFile ---
writing C:\Program Files\Call of Duty\uo\maps\mp\house_sky.prt
--- FloodAreas ---
1 areas
----- FilterDetailBrushesIntoTree -----
29 detail brushes
319 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
2200 axial edge lines
266 non-axial edge lines
2 degenerate edges
2466 edge lines of 131072
1575 verts added for tjunctions
10256 total verts
1798 naturally ordered
322 rotated orders
37 can't order
--- AllocateLightmaps ---
21 unique shaders
Entity 0, brush 113: Lightmap allocation failed

and the rest completes.

The last prob was i had no skybox, that would always be the last thing i do but i guess UO is picky about that.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Tuesday, Dec. 14, 2004 02:51 am
this thread is about compiling from the editor for cod - not coduo

for compiling for coduo refer to one of the 3 methods shown in the 2 tutorials here and here [angryalien]
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
[view latest posts]
Level 5
MODSCON
Im a fan of MODSonair
Category: CoD Mapping
Posted: Tuesday, Dec. 14, 2004 01:05 pm
well if you could delete those posts then, ill move the topic. Sorry I kinda realized that after i could edit anything.
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