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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: 2 questions
PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Thursday, May. 8, 2008 04:47 pm
nielsini writes...
Quote:
I already have the prefabs, but thanks, i'll try without the -light :)


You need the -light to.... Alright, deep breath... Basic Concept!

-bsp makes the map file
-vis cuts it into piece so the engine doesn't draw it all at once
-light can take forever, but it is the part when sun and such is simulated into your map.

if you run just the BSP, you can play it unoptimized at fullbright
if you run jsut BSP+VIS, you can play it optimized at fullbright
if you run all, BSP+VIS+LIGHT you can play optimized without the fullbright across the map, you will have bright/shade/dark areas.
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nielsini
General Member
Since: May 2, 2008
Posts: 23
Last: Jan 6, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Thursday, May. 8, 2008 04:56 pm
it still is fullbright[banghead][banghead] this just is unfair :P And my transparant textures still are gray.
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Thursday, May. 8, 2008 05:22 pm
can you post/email the compile log?
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nielsini
General Member
Since: May 2, 2008
Posts: 23
Last: Jan 6, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Thursday, May. 8, 2008 05:24 pm
where can i find it?
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Thursday, May. 8, 2008 08:11 pm
It should be making the log in the bottom window of GTK. This is what you get when you compile a single brush.

Code:
LOADED: textures/radiant/notex
Looked for a 'C:/PM/GAMES/SOF2/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found
Entering message loop
Map_New
Radiant - synapse core built Dec 21 2003 1.4.0
Builtin .def module built Dec 21 2003 1.4.0
PrtView module built Dec 21 2003 1.4.0
GtkGenSurf - built Dec 21 2003 1.4.0
Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0
bobToolz module built Dec 21 2003 1.4.0
2d Background plugin built Dec 21 2003 1.4.0
WAD VFS module built Dec 21 2003 1.4.0
PK3 VFS module built Dec 21 2003 1.4.0
Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0
Sprite Model module built Dec 21 2003 1.4.0
Q3/Half-Life shaders module built Dec 21 2003 1.4.0
picomodel loader module built Dec 21 2003 1.4.0
XMAP module built Dec 21 2003 1.4.0
MAP format module built Dec 21 2003 1.4.0
PNG loader module built Dec 21 2003 1.4.0
image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0
Entity module built Dec 21 2003 1.4.0
Saving map to unnamed.map
Map_SaveFile: unnamed.map
Saved in 0.00 second(s).
Setting up
Listening...
=== running BSP command ===
 "C:/Program Files/GtkRadiant-1.4/q3map2" -v  -connect 127.0.0.1:39000  -game sof2 -fs_basepath "C:/PM/GAMES/SOF2/" -meta "unnamed.map"
Connected.
4 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant    - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
--- InitPaths ---
VFS Init: C:/PM/GAMES/SOF2//base/

--- BSP ---
Creating meta surfaces from brush faces
entering shaders/shaderlist.txt
entering shaders/airport.shader
entering shaders/armory.shader
entering shaders/armory_models.shader
entering shaders/average_armor.shader
entering shaders/average_sleeves.shader
entering shaders/bolt_ons.shader
entering shaders/cemetery.shader
entering shaders/chunks.shader
entering shaders/colombia.shader
entering shaders/colombia_models.shader
entering shaders/colors.shader
entering shaders/common.shader
entering shaders/common_models.shader
entering shaders/decals.shader
entering shaders/effects.shader
entering shaders/finca.shader
entering shaders/finca_models.shader
entering shaders/fogs.shader
entering shaders/gfx.shader
entering shaders/gore.shader
entering shaders/hongkong.shader
entering shaders/hongkong_models.shader
entering shaders/hospital.shader
entering shaders/hospital_models.shader
entering shaders/jordan.shader
entering shaders/jordan_models.shader
entering shaders/kamchatka.shader
entering shaders/kamchatka_models.shader
entering shaders/liner.shader
entering shaders/liner_models.shader
entering shaders/menu.shader
entering shaders/metashader.shader
entering shaders/prague.shader
entering shaders/roam.shader
entering shaders/shop.shader
entering shaders/skies.shader
entering shaders/skingore.shader
entering shaders/snow.shader
entering shaders/sprites.shader
entering shaders/suit_long_coat.shader
entering shaders/suit_sleeves.shader
entering shaders/test.shader
entering shaders/tools.shader
entering shaders/weapons.shader
     4374 shaderInfo
--- LoadMapFile ---
Loading C:/Windows/system32/unnamed.map
entering C:/Windows/system32/unnamed.map
        1 total world brushes
        0 detail brushes
        0 patches
        0 boxbevels
        0 edgebevels
        1 entities
       12 planes
        0 areaportals
Size:    -8,    32,     0 to    24,   104,     8
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############

block size = { 1024 1024 1024 }
BSP bounds: { -8.000000 32.000000 0.000000 } { 24.000000 104.000000 8.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
        6 faces
       12 leafs
--- MakeTreePortals ---
        0 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
        1 structural brushes
        2 cluster references
--- FloodEntities ---
        0 flooded leafs
no entities in open -- no filling
MAP LEAKED


q3map2toolz will create a log file from the verbose, I'm sure theres another way, but this is the way I would do it if I wasn't getting it in GTK.
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Thursday, May. 8, 2008 08:15 pm
Also, If your running a *.bat, you can add "pause" to the end of the file, so the window doesn't close on you at the end, and then you can copy the text, but I'm not sure if it will cutoff at X number of lines.
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nielsini
General Member
Since: May 2, 2008
Posts: 23
Last: Jan 6, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Friday, May. 9, 2008 02:44 pm
=== running BSP command ===
"C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game sof2 -fs_basepath "C:/Program Files/Soldier of Fortune II - Double Helix" -meta -rename "C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map"
Connected.
2 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
--- InitPaths ---
VFS Init: C:/Program Files/Soldier of Fortune II - Double Helix/base/

--- BSP ---
Creating meta surfaces from brush faces
Appending _bsp suffix to misc_model shaders (SOF2)
entering shaders/shaderlist.txt
entering shaders/airport.shader
entering shaders/armory.shader
entering shaders/armory_models.shader
entering shaders/average_armor.shader
entering shaders/average_sleeves.shader
entering shaders/bolt_ons.shader
entering shaders/cemetery.shader
entering shaders/chunks.shader
entering shaders/colombia.shader
entering shaders/colombia_models.shader
entering shaders/colors.shader
entering shaders/common.shader
entering shaders/common_models.shader
entering shaders/decals.shader
entering shaders/effects.shader
entering shaders/finca.shader
entering shaders/finca_models.shader
entering shaders/fogs.shader
entering shaders/gfx.shader
entering shaders/gore.shader
entering shaders/hongkong.shader
entering shaders/hongkong_models.shader
entering shaders/hospital.shader
entering shaders/hospital_models.shader
entering shaders/jordan.shader
entering shaders/jordan_models.shader
entering shaders/kamchatka.shader
entering shaders/kamchatka_models.shader
entering shaders/liner.shader
entering shaders/liner_models.shader
entering shaders/menu.shader
entering shaders/metashader.shader
entering shaders/prague.shader
entering shaders/roam.shader
entering shaders/shop.shader
entering shaders/skies.shader
entering shaders/skingore.shader
entering shaders/snow.shader
entering shaders/sprites.shader
entering shaders/suit_long_coat.shader
entering shaders/suit_sleeves.shader
entering shaders/test.shader
entering shaders/tools.shader
entering shaders/weapons.shader
4475 shaderInfo
--- LoadMapFile ---
Loading C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map
entering C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map
WARNING: Couldn't find image for shader textures/common/caulk
232 total world brushes
21 detail brushes
0 patches
74 boxbevels
0 edgebevels
173 entities
998 planes
0 areaportals
Size: -1520, -632, -928 to 1936, 1104, -384
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -1520.000000 -632.000000 -928.000000 } { 1936.000000 1104.000000 -384.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
1505 faces
1100 leafs
--- MakeTreePortals ---
0 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
226 structural brushes
537 cluster references
--- FloodEntities ---
519 flooded leafs
--- FillOutside ---
512 solid leafs
69 leafs filled
519 inside leafs
--- CullSides ---
435 hidden faces culled
0 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
1026 faces
881 leafs
--- MakeTreePortals ---
0 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
226 structural brushes
559 cluster references
--- NumberClusters ---
509 visclusters
1626 visportals
1750 solidfaces
--- WritePortalFile ---
writing C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.prt
--- FloodAreas ---
1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
6 detail brushes
16 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
1261 axial edge lines
389 non-axial edge lines
0 degenerate edges
674 verts added for T-junctions
4975 total verts
885 naturally ordered
130 rotated orders
18 can't order
0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
0 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
1033 total meta surfaces
1010 stripped surfaces
23 fanned surfaces
0 patch meta surfaces
4998 meta verts
2955 meta triangles
--- TidyEntitySurfaces ---
1033 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
699 surfaces merged
10917 vertexes merged
--- FilterDrawsurfsIntoTree ---
4025 references
699 (699) emitted drawsurfs
1010 stripped face surfaces
23 fanned face surfaces
0 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
0 SURFACE_PATCH surfaces
0 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
699 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
4407 redundant indexes supressed, saving 17 Kbytes
--- FixBrushSides ---
--- EndModel ---
5 light entities stripped
998 BSP planes
--- WriteSurfaceExtraFile ---
Writing C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.srf
Writing C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.bsp
Storing lightgrid: 0 points
Wrote 0.8 MB (822464 bytes)
5 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
"C:/Program Files/GtkRadiant-1.4/q3map2" -connect 127.0.0.1:39000 -game sof2 -fs_basepath "C:/Program Files/Soldier of Fortune II - Double Helix" -vis -saveprt "C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map"
Connected.
2 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program Files/Soldier of Fortune II - Double Helix/base/

--- Vis ---
saveprt = true
Loading C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.bsp
Loading C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.prt
509 portalclusters
1626 numportals
1750 numfaces
3252 active portals
0 hint portals
visdatasize:32584

--- BasePortalVis (3252) ---
0...1...2...3...4...5...6...7...8...9... (1)
11 average number of passages per leaf
7 MB required passage memory

--- CreatePassages (3252) ---
0...1...2...3...4...5...6...7...8...9... (1)

--- PassagePortalFlow (3252) ---
0...1...2...3...4...5...6...7...8...9... (132)
creating leaf vis...
Total visible clusters: 187825
Average clusters visible: 369
Writing C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.bsp
Storing lightgrid: 0 points
Wrote 0.8 MB (855048 bytes)
134 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
"C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game sof2 -fs_basepath "C:/Program Files/Soldier of Fortune II - Double Helix" -light -super 2 "C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map"
Connected.
2 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
--- InitPaths ---
VFS Init: C:/Program Files/Soldier of Fortune II - Double Helix/base/

--- Light ---
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Map has shader script C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/../shaders/q3map2_sniperplatforms.shader
entering shaders/shaderlist.txt
entering shaders/airport.shader
entering shaders/armory.shader
entering shaders/armory_models.shader
entering shaders/average_armor.shader
entering shaders/average_sleeves.shader
entering shaders/bolt_ons.shader
entering shaders/cemetery.shader
entering shaders/chunks.shader
entering shaders/colombia.shader
entering shaders/colombia_models.shader
entering shaders/colors.shader
entering shaders/common.shader
entering shaders/common_models.shader
entering shaders/decals.shader
entering shaders/effects.shader
entering shaders/finca.shader
entering shaders/finca_models.shader
entering shaders/fogs.shader
entering shaders/gfx.shader
entering shaders/gore.shader
entering shaders/hongkong.shader
entering shaders/hongkong_models.shader
entering shaders/hospital.shader
entering shaders/hospital_models.shader
entering shaders/jordan.shader
entering shaders/jordan_models.shader
entering shaders/kamchatka.shader
entering shaders/kamchatka_models.shader
entering shaders/liner.shader
entering shaders/liner_models.shader
entering shaders/menu.shader
entering shaders/metashader.shader
entering shaders/prague.shader
entering shaders/roam.shader
entering shaders/shop.shader
entering shaders/skies.shader
entering shaders/skingore.shader
entering shaders/snow.shader
entering shaders/sprites.shader
entering shaders/suit_long_coat.shader
entering shaders/suit_sleeves.shader
entering shaders/test.shader
entering shaders/tools.shader
entering shaders/weapons.shader
4475 shaderInfo
Loading C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.bsp
Loading C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.srf
--- LoadMapFile ---
Loading C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map
entering C:/Program Files/Soldier of Fortune II - Double Helix MP TEST/base/maps/sniperplatforms.map
5 light entities
--- SetupBrushes ---
197 opaque brushes
--- SetupSurfaceLightmaps ---
1102 surfaces
938 raw lightmaps
90 surfaces vertex lit
1012 surfaces lightmapped
1012 planar surfaces lightmapped
0 non-planar surfaces lightmapped
0 patches lightmapped
0 planar patches lightmapped
--- SetupTraceNodes ---
************ ERROR ************
MAX_TW_VERTS (12) exceeded
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Friday, May. 9, 2008 05:05 pm
MAX_TW_VERTS (12) exceeded

This would explain the textures not being trans, and the map being fullbright, since the -light phase never finishes. This is also listed in the common mapping errors section.

"You maybe have a brush, that intersects too many other brushes. Try to delete it or divide it to smaller brushes."

WARNING: Couldn't find image for shader textures/common/caulk

You should be using textures/tools/_caulk instead.

Hope this helps.
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nielsini
General Member
Since: May 2, 2008
Posts: 23
Last: Jan 6, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Saturday, May. 10, 2008 11:25 am
it... WORKED!!! :) thank you, thank you!
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