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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: compiling
tizmo
General Member
Since: Nov 19, 2006
Posts: 47
Last: Apr 18, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Thursday, Aug. 2, 2007 03:44 pm
Right, so I figured out why my models are black when I use the weapons_clip_metal texture. It had to do with the method of compiling. When the models became black, I used the compiling method from this site where you make the Game folder and copy everything from the Call of Duty folder into that folder.

To test, I used the compiler that came with Graydient, and that fixed the problem of the model becoming black, but then the lighting of the map was messed up, aka waaaay to bright.

Then I used a compiler that one of my colleagues used to compile, but when I used it, the result was the same as with the compiler that came with the editor. I used it before and it worked well, but now it doesnt for some reason. The problem may be due to maxoccluders.

I will post my compile log to see if that helps. I am new to the whole mapping scene, so if there is anything else in the log that you notice that I need to fix, then please let me know.

WARNING: entity 7 brush 2: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9479: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9478: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9477: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 9476: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8580: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8302: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8300: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8011: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8010: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8009: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 8008: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 7988: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 7983: tris with 2+ major axes; bad lighting likely
WARNING: entity 0 brush 7982: tris with major axis not matching major axis for w
hole mesh; bad lighting likely
WARNING: portal at (3755 204 227) entity 0 brush 7810 has the same cell on both
sides, portal ignored
writing C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta4.prt
234 unique shaders
616 actual shaders
finding triangle windings...
merging into concave windings...
added 571 points for thin polygons (0.3% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
3 self-tjunctions fixed
52 degenerate tris removed
simplifying triangles...
682 tris simplified away (0.6%)
emitting triangles...
4714 vertices couldn't be merged because the textures point different ways
WARNING: entity 1636 brush 104: tris with major axis not matching major axis for
whole mesh; bad lighting likely
Writing C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta4.bsp
148 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>pause
Drücken Sie eine beliebige Taste . . .

C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -vis -fast -game uo "C:\Program Files\Call of Duty\uo\maps\mp\hob_uof
oy_beta4"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\pakuo07.pk3 (157 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 (1657 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 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_pakuo02.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 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:
----------------------
51560 files in pk3 files
reading C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta4.bsp
reading C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta4.prt
3318 portalclusters
8761 numportals
12129 numfaces
17522 active portals
918 hint portals
visdatasize:1380296
0...1...2...3...4...5...6...7...8...9... (34)
creating leaf vis...
Average clusters visible: 2721
writing C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta4.bsp
37.00 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>pause
Drücken Sie eine beliebige Taste . . .

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\Call of Duty\
uo\maps\mp\hob_uofoy_beta4.bsp" "C:\Program Files\Game\uo\maps\mp\hob_uofoy_beta
4.bsp"
1 Datei(en) kopiert.

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\Call of Duty\
uo\maps\mp\hob_uofoy_beta4.prt" "C:\Program Files\Game\uo\maps\mp\hob_uofoy_beta
4.prt"
1 Datei(en) kopiert.

C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\flare" -extra -sundiffusesamples 3 -dumpoptions -game uo "C:\Program Files\G
ame\uo\maps\mp\hob_uofoy_beta4"
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: 3
surface light step world: 16
surface light step sky: 128
----- FS_Startup -----
Current search path:
C:/Program Files/Game/\uo\pakuo07.pk3 (157 files)
C:/Program Files/Game/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Game/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Game/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Game/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Game/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Game/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/Game/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Game//uo
C:/Program Files/Game/\main\pakb.pk3 (60 files)
C:/Program Files/Game/\main\paka.pk3 (41 files)
C:/Program Files/Game/\main\pak9.pk3 (149 files)
C:/Program Files/Game/\main\pak8.pk3 (235 files)
C:/Program Files/Game/\main\pak6.pk3 (3 files)
C:/Program Files/Game/\main\pak5.pk3 (4858 files)
C:/Program Files/Game/\main\pak4.pk3 (1668 files)
C:/Program Files/Game/\main\pak3.pk3 (1992 files)
C:/Program Files/Game/\main\pak2.pk3 (694 files)
C:/Program Files/Game/\main\pak1.pk3 (2642 files)
C:/Program Files/Game/\main\pak0.pk3 (12816 files)
C:/Program Files/Game//main
C:/Program Files/Game/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/Game/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Game/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Game/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Game/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Game/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Game/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Game/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
51560 files in pk3 files
couldn't load shader 'textures/normandy/trim/wood@trim_beam1'
couldn't load shader 'textures/normandy/trim/rock@exteriortrim_tan1'
couldn't load shader 'textures/normandy/trim/rock@windowtrim_5'
couldn't load shader 'textures/normandy/trim/rock@windowtrim_5'
couldn't load shader 'textures/sky/foy'
couldn't load shader 'textures/normandy/trim/wood@trim_beam1'
couldn't load shader 'textures/austria/trim/rock@chateau_graymarble'
couldn't load shader 'textures/austria/trim/concrete@chateauext_benchtop'
couldn't load shader 'textures/austria/trim/wood@columntrim'
couldn't load shader 'textures/global_use/wood@intstair_riser1'
couldn't load shader 'textures/austria/floors/cloth@carpeting_chateaured'
couldn't load shader 'textures/belgium/trim/metal@bridgerail2b_snow'
couldn't load shader 'textures/normandy/trim/rock@windowtrim_5'
couldn't load shader 'textures/crates/wood@champagne_top'
couldn't load shader 'textures/austria/floors/cloth@carpeting_chateaured'
couldn't load shader 'textures/belgium/trim/metal@bridgerail2b_snow'
couldn't load shader 'textures/austria/floors/cloth@carpeting_chateaured'
couldn't load shader 'textures/global_use/wood@intstair_riser1'
couldn't load shader 'textures/germany/trim/rock@dam_trim2'
couldn't load shader 'textures/normandy/trim/rock@windowtrim_4'
couldn't load shader 'textures/normandy/trim/wood@trim_strip2'
couldn't load shader 'textures/global_use/wood@intstair_run1'
couldn't load shader 'textures/normandy/trim/wood@trim_bvld1'
couldn't load shader 'textures/germany/trim/rock@dam_trim2'
couldn't load shader 'textures/normandy/trim/wood@trim_strip2'
couldn't load shader 'textures/crates/wood@champagne_top'
couldn't load shader 'textures/austria/trim/rock@chateau_graymarble'
couldn't load shader 'textures/austria/trim/concrete@chateauext_benchtop'
couldn't load shader 'textures/austria/trim/wood@columntrim'
couldn't load shader 'textures/global_use/wood@intstair_run1'
couldn't load shader 'textures/crates/wood@cratepile1'
couldn't load shader 'textures/crates/wood@cratepile1b_np'
couldn't load shader 'textures/crates/wood@cratepile1c'
couldn't load shader 'textures/crates/wood@tarptop1'
couldn't load shader 'textures/crates/wood@tancrate1'
Couldn't derive lightmap <-> vertex equations for poly at (-241.917, -1517, 40.7
5)
Couldn't derive lightmap <-> vertex equations for poly at (-381, -1498.08, 40.75
)
Couldn't derive lightmap <-> vertex equations for poly at (-245.917, -1061, 40.7
5)
Couldn't derive lightmap <-> vertex equations for poly at (45.3333, 2718.67, 39.
3333)
Couldn't derive lightmap <-> vertex equations for poly at (18.6667, 2721.33, 42)

Couldn't derive lightmap <-> vertex equations for poly at (5.33333, 2718.67, 42)

Couldn't derive lightmap <-> vertex equations for poly at (-21.3333, 2721.33, 42
)
Couldn't derive lightmap <-> vertex equations for poly at (181.333, 2860, -10)
Couldn't derive lightmap <-> vertex equations for poly at (-237.333, -3961.33, 4
8)
Couldn't derive lightmap <-> vertex equations for poly at (-250.667, -3958.67, 4
8)
Couldn't derive lightmap <-> vertex equations for poly at (-277.333, -3958.67, 4
8)
Couldn't derive lightmap <-> vertex equations for poly at (-210.667, -3961.33, 4
5.3333)
Couldn't derive lightmap <-> vertex equations for poly at (-570.667, -3958.67, 4
8)
Couldn't derive lightmap <-> vertex equations for poly at (-597.333, -3958.67, 4
8)
Couldn't derive lightmap <-> vertex equations for poly at (42.6667, -3950.67, 48
)
Couldn't derive lightmap <-> vertex equations for poly at (66.6667, -3942.67, 48
)
Couldn't derive lightmap <-> vertex equations for poly at (77.3333, -3933.33, 48
)
Couldn't derive lightmap <-> vertex equations for poly at (-4842.67, -656, 341.3
33)
Couldn't derive lightmap <-> vertex equations for poly at (-5461.33, -656, 586.6
67)
Couldn't derive lightmap <-> vertex equations for poly at (45.3333, 3294.67, 39.
6667)
Couldn't derive lightmap <-> vertex equations for poly at (18.6667, 3297.33, 41)

Couldn't derive lightmap <-> vertex equations for poly at (5.33333, 3294.67, 41)

Couldn't derive lightmap <-> vertex equations for poly at (-21.3333, 3297.33, 39
.6667)
Couldn't derive lightmap <-> vertex equations for poly at (202.667, 3156, -11)
Couldn't derive lightmap <-> vertex equations for poly at (2592.08, -944.75, 48.
0833)
Couldn't derive lightmap <-> vertex equations for poly at (2592.08, -944.75, 48.
0833)
sunlight = 1
ambient = 0.1
----------------------------------------
Building flare's bsp from all polygons...
Finished in 1:34.
----------------------------------------
Finding portals in flare's bsp...
Finished in 1:33.
----------------------------------------
Filtering solid brushes into tree...
Finished in 6 seconds.
Finding non-solid part of flare's bsp...
----------------------------------------
Removing areas in solid...
Finished in 5 seconds.
----------------------------------------
Performing sample-based diffuse lighting...
Using 21 samples with hemicube form factor approximation
Finished in 21:51.
AllocOccluderPools: allocation of side plane pool failed on 109040160 bytes, red
uce maxoccluders

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\Game\uo\maps\
mp\hob_uofoy_beta4.bsp" "C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta
4.bsp"
1 Datei(en) kopiert.

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\Game\uo\maps\
mp\hob_uofoy_beta4.prt" "C:\Program Files\Call of Duty\uo\maps\mp\hob_uofoy_beta
4.prt"
1 Datei(en) kopiert.

C:\Program Files\Call of Duty\uo\maps\mp>pause
Drücken Sie eine beliebige Taste . . .
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Thursday, Aug. 2, 2007 06:53 pm
Fix these errors:

WARNING: entity # brush #: tris with 2+ major axes; bad lighting likely

Couldn't derive lightmap <-> vertex equations for poly at ....

Go to that brush/coordinate and see what's wrong.. most likely extremely modified stuff (vertices or corners).

those errors are probably messing with your lighting compile.

As for the compiling: When you just use the compiler which comes with the editor, the lighting part isn't ran (hence the fullbright). That's because the makers of UO compiled their maps on a computer with the game in the "game" folder, instead of the Call of Duty/uo folder...
Just follow the tutorial on compiling from this site.. there are two ways.. maybe try the other tutorial?
Share |
tizmo
General Member
Since: Nov 19, 2006
Posts: 47
Last: Apr 18, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Thursday, Aug. 2, 2007 08:05 pm
Cheers for answer mate!

I've been rather busy today with stuff (other than mapping), so I haven't had a chance to look deeper into the editor, so that is why I am asking, is there a "search for brush" function in the editor? I'm pretty sure I saw something about that here on the forums, I can't remember where though.

Oh and btw, toward the end of the log, there is the error about maxoccluders. What does that mean and how can I fix that? Also, what are they?

edited on Aug. 2, 2007 04:06 pm by tizmo
Share |
db853
General Member
Since: Feb 2, 2007
Posts: 64
Last: Jul 18, 2008
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Friday, Aug. 3, 2007 12:23 am
take look here its got a lot of info that u can useHere

sorry dub check and didnt see that error there

edited on Aug. 2, 2007 08:32 pm by db853
Share |
tizmo
General Member
Since: Nov 19, 2006
Posts: 47
Last: Apr 18, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Friday, Aug. 3, 2007 12:05 pm
Right, so I fixed the problem.

I had to add -maxoccluders 100304 to flare, and now it worked!!

Now my question is, where is the "search for brush" function in graydient? I haven't had time to look for that again.
Share |
db853
General Member
Since: Feb 2, 2007
Posts: 64
Last: Jul 18, 2008
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Friday, Aug. 3, 2007 04:45 pm
in the user bar u will see misc click on it and u will find it there
Share |
tizmo
General Member
Since: Nov 19, 2006
Posts: 47
Last: Apr 18, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Friday, Aug. 3, 2007 10:38 pm
Cheers mate!
Share |
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