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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: 'cant find oof.bsp'
gynec~rb
General Member
Since: Dec 23, 2006
Posts: 135
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Sunday, Sep. 28, 2003 10:59 am
thats weird
i got my map compiling (with caulk hulling).
but when i try to load it the message "cant find oof.bsp" comes.
a google search brought no result :s6: and i never heard of an oof.bsp.
is that a compiler issue? cant achieve ydnar :s8:
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Sunday, Sep. 28, 2003 12:32 pm
????????????

post the junk.txt!
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gynec~rb
General Member
Since: Dec 23, 2006
Posts: 135
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Sunday, Sep. 28, 2003 05:19 pm
at last sof2 is loading the bsp instances
maybe it think thats a rmg map (Random Mission Generator)  :s6:
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Sunday, Sep. 28, 2003 08:27 pm
12 hour vis!!!!!!! that's insane man!!!!! really, compile shouldn't take more than 1 hour, are you sure you didn't use some dodgy switches in compile?

i don't know why it says can't find oof.bsp :/ sounds really strange
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gynec~rb
General Member
Since: Dec 23, 2006
Posts: 135
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Monday, Sep. 29, 2003 02:14 pm
okay okay
i think i've made a beginner's mistake :O
I saved the map as Singleplayer and not MP
Because in SP i can load the map
And yes the map is fully optimized. Its the complexity (16 MB .bsp!) why i takes such long.
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NeRoFiX~rb
General Member
Since: Dec 23, 2006
Posts: 77
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 29, 2003 03:13 pm
lo gynec, its easy to change it back to multiplayer now? i ask because a good friend have the same problem ...  :D
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 29, 2003 03:27 pm
####, must be a huge/ultra detailed map then :) but then, did you make all brushes structural or something that vis takes so long? :s
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gynec~rb
General Member
Since: Dec 23, 2006
Posts: 135
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Sep. 29, 2003 04:36 pm
unseen surfaces caulked, 90 % detail (Caulk Hull), etc. etc.

my map has 4250 brushes and a lot of curves
hope that explains it :;):
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LeTHaL BaNaNa~rb
General Member
Since: Dec 23, 2006
Posts: 93
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 29, 2003 05:39 pm
really weird man... that's about the same as the specs for my map, but vis for me is about 1 minute.... but, use portal viewer and try to find and remore those 40 tiny portals, they can really bring down vis data size a lot
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ooFunk~rb
General Member
Since: Dec 23, 2006
Posts: 25
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Thursday, Oct. 2, 2003 05:00 pm
yeah that cant be right, something is wrong big time...

My latest map has about 10500 brushes and a test render will take about 5 min total... using normal bsp, fast vis, and fast -filter light stage.

16mb seems a little large too... have you got a shed load of models? seems like you have a lot of lights in there:-

163 point lights
6 spotlights
1785 diffuse (area) lights
1 sun/sky lights.

Do you need all of these? would speed up the light stage if you could clear some of them... maybe also a few less windows 1/2hour for light is crazy especially as you arent doing any bounce passes.

I dont understand why you are getting so many cluster ** : *** visible. For a start i dont know what this is and i know for a fact i never get any of this... anybody know?

Brush 4076 seems to be broken.. you might want to fix that one and this message Entity ***, Brush *: degenerate patch, again i dont understand it but its not right and must be slowing things down. i dont like the bogus ####.. plus i think you could make more brushes detail, 778 structural brushes, 3628 detail brushes, thats only approx 82% not 90%  :D

Maybe some of this might help... i might be wrong about some bits mind....
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