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

Members Online

»
0 Active | 12 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 subscribe
Author Topic: Help With Compiling Problem
Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Monday, Aug. 16, 2004 05:34 pm
Here's the compile info:
Quote:


c:program filescall of dutymainmaps>cd ....toolsbin

C:Program FilesCall of DutyToolsbin>q3map ../../main/maps/mars2
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/mainzzz_mp_saint-lo_v1.2.pk3 (39 files)
C:/Program Files/Call of Duty/mainzzz_kiel.pk3 (81 files)
C:/Program Files/Call of Duty/mainzzz_GunAssault_v1.1.pk3 (17 files)
C:/Program Files/Call of Duty/mainzzzzz_playersearch.pk3 (4 files)
C:/Program Files/Call of Duty/mainW_E_OfficeSpace.pk3 (31 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/mainneverland.pk3 (12 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:
----------------------
30238 files in pk3 files
Loading map file C:/Program Files/Call of Duty/Tools/bin/../../main/maps/mars2.m
ap
WARNING: Couldn't find image for shader textures/common/cushion
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: No collision map file for misc_model "xmodel/basehead2_01"
WARNING: No collision map file for misc_model "xmodel/airborne_medic"
writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/mars2.prt
155 unique shaders
MAX_MAP_LIGHTING (16 MB) exceeded... more than 21 lightmaps used


C:Program FilesCall of DutyToolsbin>q3map -vis ../../main/maps/mars2
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/mainzzz_mp_saint-lo_v1.2.pk3 (39 files)
C:/Program Files/Call of Duty/mainzzz_kiel.pk3 (81 files)
C:/Program Files/Call of Duty/mainzzz_GunAssault_v1.1.pk3 (17 files)
C:/Program Files/Call of Duty/mainzzzzz_playersearch.pk3 (4 files)
C:/Program Files/Call of Duty/mainW_E_OfficeSpace.pk3 (31 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/mainneverland.pk3 (12 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:
----------------------
30238 files in pk3 files
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/mars2.bsp
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/mars2.prt
3853 portalclusters
11553 numportals
14292 numfaces
23106 active portals
0 hint portals
visdatasize:1880272
0...1...2...3...4...5...6...7...8...9... (64)
8 average number of passages per leaf
266 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (574)
0...1...2...3...4...5...6...7...8...9... (328185)
creating leaf vis...
Average clusters visible: 1305
writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/mars2.bsp
329065.00 seconds elapsed

C:Program FilesCall of DutyToolsbin>flare -sundiffusesamples 10 -dumpoptions
../../main/maps/mars2
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/mainzzz_mp_saint-lo_v1.2.pk3 (39 files)
C:/Program Files/Call of Duty/mainzzz_kiel.pk3 (81 files)
C:/Program Files/Call of Duty/mainzzz_GunAssault_v1.1.pk3 (17 files)
C:/Program Files/Call of Duty/mainzzzzz_playersearch.pk3 (4 files)
C:/Program Files/Call of Duty/mainW_E_OfficeSpace.pk3 (31 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/mainneverland.pk3 (12 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:
----------------------
30238 files in pk3 files
models in world bsp: enabled
model shadows: disabled
model alpha shadows: disabled
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: 16384
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: 32
surface light step sky: 512
Couldn't derive lightmap <-> vertex equations for poly at (-5696, -95.4167, -624
)
Couldn't derive lightmap <-> vertex equations for poly at (-5696, 223.417, -624)

sunlight = 0.8
ambient = 0.7
----------------------------------------
Building flare's bsp from all polygons...
Finished in 15 seconds.
----------------------------------------
Finding portals in flare's bsp...
Finished in 18 seconds.
----------------------------------------
Filtering solid brushes into tree...
Finished in 1 seconds.
Finding non-solid part of flare's bsp...
----------------------------------------
Removing areas in solid...
Finished in 4 seconds.
----------------------------------------
Performing world and model lighting...
iLeafNum(5500) > g_Map.iClusterCount(3853) -- .BSP probably doesn't match .PRT f
ile

C:Program FilesCall of DutyToolsbin>cd ....

C:Program FilesCall of Duty>pause
Press any key to continue . . .



After a 91 hour compile, I don't even get a new BSP [cry]
I'm 99% certain that the problem is with the error I put in bold. Is there anything I could do to reduce lighting such as delete models, make map smaller, make more detail brushes, etc? There is no leak and there are no light entities so the problem isnt the inner radii intersecting or whatever. Pleeease help me, I don't want to waste another 5 days compiling without results. Also, I've compiled this map several times before without error, and I added no new entities since the last time it worked, only new brushes.
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: CoD Mapping
Posted: Monday, Aug. 16, 2004 05:51 pm
I would remove those brushes you were talking about. Also did you notice the big jump in compile time soon after that?
I assume you have been using the Caulk texture.

Here is what the common mapping errors says about it:

Reduce the total surface area of the drawable polygons in the map. This will reduce the number/size of the lightmaps, reducing the number of lightmap pages created, reducing the total size of the lightmaps in the .bsp. Drawable polygons are created for a surface even when that surface is hidden by a detail brush. Apply textures/common/caulk to these surfaces, or delete them entirely if they are patches. Drawable polygons are also created for surfaces that are only partially hidden by structural brushes - and, providing that the drawable polygon is convex, parts of it may still be hidden behind structural brushes, taking up extra lightmap area. If there is a significant amount of the area on a surface hidden by a structural brush, split the surface up until only the visible part exists.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Monday, Aug. 16, 2004 06:18 pm
Yes, I have been making all of my brushses out of cualk and only texturing the showing faces. Based on what you posted, it sounds like I need to reduce the amount drawn surfaces. My map is very large horizontally and vertically. I'll try cutting some more off of the skybox and bring it lower, since the "problem" brushes are vital to making this map fun.

One more quick question though, does it matter whether brushes are structural or detailed? Currently, I'd guess about 3000 of the 7000 brushes are detailed, but i would gladly make more if it helps. Thx for the info.
Share |
Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Monday, Aug. 16, 2004 06:49 pm
WOOOOOOOOHOOOOOOOO!!!!

Glenn <3 Red
Glenn <3 Red
Glenn <3 Red
Glenn <3 Red
Glenn <3 Red

Reduced the skybox a little, blocked off access to the back side of a skyscraper and caulked a whole side of it and did a little moving stuff around to get as much as possible caulked to compensate for the new brushes I added. Now it works fine. TY TY TY. My map should be released tomorrow now [biggrin]
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: CoD Mapping
Posted: Monday, Aug. 16, 2004 09:45 pm
Awesome Glenn. Good Job. Did the compiling time go way down.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Monday, Aug. 16, 2004 10:13 pm
Yes, took just over an hour, party because I doubled the amount of detailed brushes though. Thanks again, I'm making the pk3 right now [biggrin]
Share |
Restricted Access Topic is Locked 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

»