Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 10 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page Next Page
subscribe
Author Topic: Compiling From the Editor
Marcos
General Member
Since: Oct 4, 2005
Posts: 12
Last: Apr 11, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 01:07 pm
biig thanks, now i'm waiting for end of compile and i'll see my map ^^
Share |
Marcos
General Member
Since: Oct 4, 2005
Posts: 12
Last: Apr 11, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 01:40 pm
hm.. i think that it stoped


C:\Program Files\Call of Duty>cd c:\program files\Call of Duty\tools\bin

C:\Program Files\Call of Duty\tools\bin>q3map ..\..\main\maps\forester.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
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:
----------------------
30054 files in pk3 files
Loading map file C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\foreste
r.map
WARNING: Couldn't find image for shader textures/sky/mp_carentan
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: No collision map file for misc_model "xmodel/static_vehicle_tank_tiger_
d"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_german_kube
lwagen_carride"
WARNING: No collision map file for misc_model "xmodel/static_turret_flak88_stati
c_antitank"
WARNING: No collision map file for misc_model "xmodel/crate_misc_red4"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_tank_tiger_
d"
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_tank_tiger_
d"
WARNING: No collision map file for misc_model "xmodel/crate_misc_red4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
writing C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.prt
25 unique shaders
31 actual shaders
finding triangle windings...
merging into concave windings...
added 219 points for thin polygons (1.5% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
2 degenerate tris removed
simplifying triangles...
231 tris simplified away (3.0%)
emitting triangles...
584 vertices couldn't be merged because the textures point different ways
Writing C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.bsp
22 seconds elapsed

C:\Program Files\Call of Duty\tools\bin>q3map -vis ..\..\main\maps\forester.map

Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
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:
----------------------
30054 files in pk3 files
reading C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.bsp
reading C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.prt
649 portalclusters
2040 numportals
2148 numfaces
4080 active portals
0 hint portals
visdatasize:57120
0...1...2...3...4...5...6...7...8...9... (14)
8 average number of passages per leaf
8 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (26)
0...1...2...3...4...5...6...7...8...9...
it stopped on this 9... for a good 40 minutes =/
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 01:41 pm
Try -vis -fast, that only leaves the first line.

But.. a full compile can take a LONG time. Especially when you've got small errors and warnings.
Share |
Marcos
General Member
Since: Oct 4, 2005
Posts: 12
Last: Apr 11, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 01:50 pm
mhmmm reaaly big thanks again, and sorry for waste of Your time [wave]
Share |
Marcos
General Member
Since: Oct 4, 2005
Posts: 12
Last: Apr 11, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 02:00 pm

C:\Program Files\Call of Duty>cd c:\program files\Call of Duty\tools\bin

C:\Program Files\Call of Duty\tools\bin>q3map ..\..\main\maps\forester.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
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:
----------------------
30054 files in pk3 files
Loading map file C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\foreste
r.map
WARNING: Couldn't find image for shader textures/sky/mp_carentan
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: No collision map file for misc_model "xmodel/static_vehicle_tank_tiger_
d"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_german_kube
lwagen_carride"
WARNING: No collision map file for misc_model "xmodel/static_turret_flak88_stati
c_antitank"
WARNING: No collision map file for misc_model "xmodel/crate_misc_red4"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_tank_tiger_
d"
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/static_vehicle_tank_tiger_
d"
WARNING: No collision map file for misc_model "xmodel/crate_misc_red4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
WARNING: No collision map file for misc_model "xmodel/crate_misc_green4"
writing C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.prt
25 unique shaders
31 actual shaders
finding triangle windings...
merging into concave windings...
added 219 points for thin polygons (1.5% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
2 degenerate tris removed
simplifying triangles...
231 tris simplified away (3.0%)
emitting triangles...
584 vertices couldn't be merged because the textures point different ways
Writing C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.bsp
18 seconds elapsed

C:\Program Files\Call of Duty\tools\bin>q3map -vis -fast ..\..\main\maps\foreste
r.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
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:
----------------------
30054 files in pk3 files
reading C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.bsp
reading C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.prt
649 portalclusters
2040 numportals
2148 numfaces
4080 active portals
0 hint portals
visdatasize:57120
0...1...2...3...4...5...6...7...8...9... (9)
creating leaf vis...
Average clusters visible: 548
writing C:/Program Files/Call of Duty/tools/bin/..\..\main\maps\forester.bsp
10.00 seconds elapsed

C:\Program Files\Call of Duty\tools\bin>flare -extra -sundiffusesamples 10 -dump
options ..\..\main\maps\forester.map
----- FS_Startup -----
Current search path:
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:
----------------------
30054 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
couldn't load shader 'textures/sky/mp_carentan'
couldn't load shader 'textures/sky/mp_carentan'
sunlight = 1.5
ambient = 0.2
----------------------------------------
Building flare's bsp from all polygons...
Finished in 2:12.
----------------------------------------
Finding portals in flare's bsp...
Finished in 3:14.
----------------------------------------
Filtering solid brushes into tree...
Finished in 1 seconds.
Finding non-solid part of flare's bsp...
----------------------------------------
Removing areas in solid...
Finished in 15 seconds.
----------------------------------------
Performing sample-based diffuse lighting...
Using 300 samples with hemicube form factor approximation
0.88% complete, 4:50 done, 9:10:37 remaining

cant go faster?? =)
Share |
WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 02:06 pm
The_Caretaker writes...
Quote:

2) Lightmap allocation failed. It means brush #14 is too big. Find it in the same way as 1) and cut it into smaller pieces. Recompile. Most likely there are more of these errors along the way.

If the brush #14 is part of your skybox there might be a leak instead. Skybox brushes shouldn't be affected by this error, unless there is a leak somewhere.

That also applies to things like trigger brushes (minefields) or any non-visible clipping brushes. They don't get "lit" so they shouldn't fall afoul of this error.

(In my map, I place a minefield brush on top of the skybox floor, 128u deep, flush against the skybox floor. That eliminates players from getting below the map and landsharking while running around on the bottom of the skybox. I simply replicated my skybox floor brushes, moved them upwards and changed them into minefield triggers.)

If you're working with a large map (size wise, not complexity), you may want to increase your samplesize values from the default of 32 to 48 or 64. (This impacts VIS compilation times on large maps.) I suspect that this does not apply to you.

But a 57k VIS size is almost nothing (tiny tiny tiny). If it's taking 40 minutes to compile on any machine made in the last 3 years, then you need to make sure you're not running out of RAM. Look at your Task Manager while VIS is running and look at your memory usage. I'd bet you're in your swap file (and that means that the flare step is going to be even more hellish).

I compile a 300k VIS map in around 100 seconds and a 1.5 million VIS map compiled in around 4-5 minutes. That's on a 2-year old machine. I don't use "-fast" for my VIS compiles either.

Possibly your portalling is too complex and needs to be simplified (but I'm pretty sure you'd see a VIS datasize of more then 57k).
Share |
Marcos
General Member
Since: Oct 4, 2005
Posts: 12
Last: Apr 11, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 02:15 pm
YEA!! 3% in 20 minutes =D

my computer is veeeery old PIII 900mHz 256sdram =)

CPU usage of flare.exe is 93% and about 70000k =)

edited on Apr. 5, 2006 10:16 am by Marcos
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 02:15 pm
flare -extra -sundiffusesamples 10 -dump
options ..\..\main\maps\forester.map


use flare -fast -dump
options ..\..\main\maps\forester.map

however.. only use these option for a test compile.. for your final compile you really should do a full one instead.. which may take a LONG time.

Also.. that time indicator is usually way off.. maybe the beginning is hard, but the last 90% may take just a few minutes..
Share |
Marcos
General Member
Since: Oct 4, 2005
Posts: 12
Last: Apr 11, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Wednesday, Apr. 5, 2006 03:14 pm
Quote:

Also.. that time indicator is usually way off.. maybe the beginning is hard, but the last 90% may take just a few minutes..



----------------------------------------
Performing sample-based diffuse lighting...
Using 300 samples with hemicube form factor approximation
20.09% complete, 1:18:26 done, 5:11:56 remaining =)
Share |
Kryton
General Member
Since: Apr 12, 2004
Posts: 105
Last: Apr 6, 2006
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Apr. 6, 2006 03:51 am
Nevermind. I have been gone for too looooooooooong. cant help much anymore

edited on Apr. 5, 2006 11:53 pm by Kryton
Share |
Restricted Access Topic is Locked
Page
Previous Page Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoD Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»