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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: Q3MAP.EXE ERROR
(PFB)WOLF
General Member
Since: May 21, 2004
Posts: 178
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Jun. 27, 2004 06:05 pm
ok guys, thank u for all your help, with this problem, it seems to be working ok now, not had any probs for a while now.
one thing that is puzzling me is, i put a tank model into the map, and the compiled it, it dint show up, then i deleted it, not there is a space on the map that i cant run threw, its like i got a big square Caulk brush there that hasn't been textured. but there is no such thing showing in radiant.
and in the textures window in radiant, there r texture, Clip No Sight Clip - and Clip No Sight Metal. but i cant see the in the map anywhere. these r the lines that appear inthe CoDBuilder to:-

WARNING: Couldn't find image for shader textures/sky/mp_depot
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: entity 0 brush 453: tris with major axis not matching major axis for whole mesh; bad lighting likely


i sorted the brush out, but have no idead about the Clip Textures, can someone pleas help me

Ta

Shadow
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(PFB)WOLF
General Member
Since: May 21, 2004
Posts: 178
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Jun. 27, 2004 08:26 pm
LOL, ive sorted the problem out,

all i did was press the 'F' for filters and turned the 'Clip' check box on, and Voila, i can se the tank and stuka Clips that have been blocking my paths. [withstupid] :tongue:

Shadow
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(PFB)WOLF
General Member
Since: May 21, 2004
Posts: 178
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Tuesday, Jun. 29, 2004 03:08 pm
yet another error [confused] ive just added lots of tree to the map just to try an see wot it look likes. and the complier chucks this error at me

---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/mainVS-UK_TotalWarPlayerMod2_3a.pk3 (32 files)
C:/Program Files/Call of Duty/mainpaka.pk3 (41 files)
C:/Program Files/Call of Duty/mainpak9.pk3 (149 files)
C:/Program Files/Call of Duty/mainpak8.pk3 (235 files)
C:/Program Files/Call of Duty/mainpak6.pk3 (3 files)
C:/Program Files/Call of Duty/mainpak5.pk3 (4858 files)
C:/Program Files/Call of Duty/mainpak4.pk3 (1668 files)
C:/Program Files/Call of Duty/mainpak3.pk3 (1992 files)
C:/Program Files/Call of Duty/mainpak2.pk3 (694 files)
C:/Program Files/Call of Duty/mainpak1.pk3 (2642 files)
C:/Program Files/Call of Duty/mainpak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/mainlocalized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/mainlocalized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/mainlocalized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/mainlocalized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30086 files in pk3 files
Loading map file C:Program FilesCall of DutyMainmapstest107.map
WARNING: Couldn't find image for shader textures/sky/mp_depot
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: entity 0 brush 981: tris with major axis not matching major axis for whole mesh; bad lighting likely
WARNING: entity 0 brush 566: tris with major axis not matching major axis for whole mesh; bad lighting likely
WARNING: entity 0 brush 486: tris with major axis not matching major axis for whole mesh; bad lighting likely
writing C:Program FilesCall of DutyMainmapstest107.prt
38 unique shaders
48 actual shaders
finding triangle windings...
merging into concave windings...
added 2858 points for thin polygons (3.2% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...

code bug: triangulation failed!

wot does the last line mean ??? [confused] ??????

Shadow
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Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 7, 2004
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Tuesday, Jun. 29, 2004 05:56 pm
I've seen that error before. I still don't completely understand it. My previous experience with it is that it is usually caused by a bad texture. I've had large maps that have had this problem, and very small maps. The last time I troubleshot this problem, I had to replace a certain texture (I believe one of the industrial textures). Once I eliminated that texture, my map compiled without problem.

Check to see if you've added any new textures since your last successful compile.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Tuesday, Jun. 29, 2004 09:38 pm
Code Bug: Triangulation Failed - Happens when you have a malformed brush and/or mesh. Small brushes in peculiar locations can also cause this.

[angryalien]
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HeWhoDarez
General Member
Since: Jun 26, 2004
Posts: 45
Last: Mar 17, 2006
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Monday, Jul. 5, 2004 02:20 pm
Oh no, Ive be3en getting code bug : triangulation failed on my new prefab :( (does nothing ever go perfectly ;)

Are there any tricks to finding this malformed brush?

also.. the entire model is built with Industrial textures, is there a chance that I might have the dodgy one in there and that is what is causing the error?

ta
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Tuesday, Jul. 6, 2004 12:08 am
try removing all texture from your brushes...

(create a box around your entire factory and click select-inside)

now everything is highlighted

change the texture to common caulk

save it as a prefab (this is the way prefabs SHOULD come - untextured)

throw it in a map with some simple normandy textures and a skybox and compile - we'll see whether its a texture or a brush then [angryalien]
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