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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: PLEASE HELP
DeadManWalking
General Member
Since: Aug 10, 2004
Posts: 19
Last: Jul 14, 2006
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Level 1
Category: CoD Mapping
Posted: Wednesday, Sep. 22, 2004 10:34 pm
Ive created a map and im having problems creating a .bsp Im using codbuilder to create my .bsp the problem i am having is that I get a light allocation failed. Each time im getting a different brush location but the brush i used i have used it in various positions on my map. I had a max visibility problem a while back and i changed a great deal of my map into detail brushes after i sought help through the forums.This fixed the vis problem. I have no idea why im getting this error. I have turned the brushes into detail and still no joy. Im using the pavlov worldspawn settings. Ive also noticed i have to keep re-entering these values everytime i want to run the map through codbuilder is this correct? This is my first map and after about 3 weeks of trial and error im getting pretty angry.
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[Sb-uK]-=SHaDoW=-
General Member
Since: Mar 19, 2004
Posts: 138
Last: Dec 23, 2004
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Level 4
Category: CoD Mapping
Posted: Wednesday, Sep. 22, 2004 11:30 pm
This from a novice myself...well intermediate mapper
Try Scorpion midgets compiler "CODPILER"
I had the same kinda probs wiv me first map wen i used
"CODBUILDER" its worth a shot m8 I'm sure the ladz on
Here Have it in ther download section failing that try
Cod ReCon

ReG'z
SHaDoW [pimp]
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
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Im a HOST of MODSonair
Category: CoD Mapping
Posted: Wednesday, Sep. 22, 2004 11:53 pm
lightmap allocation failed is usually due to an extremely large brush or patch - or extremely complicated

take a look at the compile log to get the brush number
then in radiant go to misc - find brush and enter the numbers (entity and brush)

this selects the brush - my advice is to delete it and remake it using smaller brushes or patches, and in the case of patches - less complex ones [angryalien]
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DeadManWalking
General Member
Since: Aug 10, 2004
Posts: 19
Last: Jul 14, 2006
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Level 1
Category: CoD Mapping
Posted: Thursday, Sep. 23, 2004 09:07 am
Ive run codbuilder again. The brushes that im having problems with are all small. I thought from your last post that the brushes could have been too large. The last brush i had a problem with was only 64x64 and it was the same on the last few occassions. I have removed the previous brushes that i had a problem with thinking that this was the fault but now it is choosing others. Is there a way to run the codbuilder where it will show all of my faulty brushes rather than running the program for 10 mins just to be shown 1 faulty brush then having to run it again to find the next fault?
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foyleman
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Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
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Category: CoD Mapping
Posted: Thursday, Sep. 23, 2004 11:24 am
A max visibilty problem could also be that the mapping area is too large. Too many polygons are being drawn all at once.
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StrYdeR
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Since: May 11, 2004
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Last: Oct 7, 2021
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Category: CoD Mapping
Posted: Thursday, Sep. 23, 2004 12:03 pm
unfortunately ...no
when the compiler encounters a major error - that is usually the end of it...it will stop

if the brush number is changing - then that is a good sign as you are obviously fixing the problem

have you done any weird vertices manipulation to these 64x64 brushes ? I am curious as to why you are recieving errors on brushes that small

btw - i have saw instances where false error reporting was generated due to an infinite brush in the map...the error kept moving from brush to brush to brush....finallly after removing ALL of the brushes one by one the error showed as a node without volume...

:ohwell: don't use any csg functions

[wink] :angryalien:
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DeadManWalking
General Member
Since: Aug 10, 2004
Posts: 19
Last: Jul 14, 2006
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Level 1
Category: CoD Mapping
Posted: Thursday, Sep. 23, 2004 10:27 pm
I havent made any odd manipulations that i can think of. The places im getting a problem seem to be where I have used the clipper tool. I made a full wall for a building and once the inside levels where made i then cut out holes for the windows etc. One of these brushes is now showing as a faulty brush. Would it be wise to re-texture these pieces individually. (I used the clipper on a textured wall and not a caulk wall)

Also I havent placed any portals. I read that it was easiest to place portals once the map was created and played. Finding where to place a portal was dependant on the sudden drops in FPS on the actual gameplay. My map is quite large. So could adding a few portals maybe assist the lightmap allocation?

As I said in my first post this is my first attempt at a map. The forums are really helpfull and i congratulate the people who are putting in the time to help. Trouble is some of the help seems to be a lot more complicated than i can cope with. So im at the trial and error stages.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
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Category: CoD Mapping
Posted: Friday, Sep. 24, 2004 12:27 am
portalling your map isnt a necessity to get it to compile

i would continue on the path you are going on - and yes - if a brush is reported as bad - remake it completely out of caulk and texture only the faces that you can see [angryalien]
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DeadManWalking
General Member
Since: Aug 10, 2004
Posts: 19
Last: Jul 14, 2006
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Level 1
Category: CoD Mapping
Posted: Wednesday, Oct. 13, 2004 09:20 pm
ive now spent a number of hours going through my map replacing brushes that codbuilder finds that are wrong. I now have just run the program found an error brush so i went into radiant click find brush, entered the brush number and no brush is appearing. Is it showing faults that dont exist?
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Thursday, Oct. 14, 2004 12:35 am
zip your map up and send it to me (email at the bottom of my posts) i will take a look for you ... we'll see if we cant get to the bottom of this situation for you [angryalien]
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